Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Infernal
Resistances & Immunities
Traits
False Appearance
While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.
Magic Resistance
The wind's harp devil has advantage on saving throws against spells and other magical effects.
Strong Winds
The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP
Actions
Hellish Chorus
The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.
Infernal Noise
+6 to hit, range 60 ft (18.3 m). Hit: 2d8 plus 1d6 thunder damage.
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.
Multiattack
The wind's harp devil makes two infernal noise attacks.
Reactions
Diabolical Countersong
When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.
About Wind's Harp
Wind's Harp is a medium fiend with a Challenge Rating of 4. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 12 and possesses 63 hit points (derived from 14d8).
Wind's Harp has communication capabilities including Common, Infernal. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Wind's Harp
1 tips available
GM Tips: Using Wind's Harp
When using Wind's Harp in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Wind's Harp
1 strategies available
Player Guide: Facing Wind's Harp
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Wind's Harp?
- Wind's Harp has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Wind's Harp?
- Wind's Harp is a Medium Fiend, which affects how certain spells and abilities interact with it.
- What languages does Wind's Harp speak?
- Wind's Harp can communicate in Common, Infernal.
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Related D&D 5e Content
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