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Mad Piper

Large · Construct · CR 2 · Neutral

Armor Class
12 (padded armor)
Hit Points and Hit Dice
19 (3d8+6)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
8
-1
CON
14
+2
INT
5
-3
WIS
7
-2
CHA
16
+3

Overview

Category Monsters
Size Large
Type Construct
Alignment Neutral
XP 450
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 8

Skills

Performance +5

Languages

understands Common and Void Speech, but can't speak

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, prone

Traits

Inspire

As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw.

Actions

Screaming Flail

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 plus 1d4 thunder damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.

Terrible Dirge

The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours.

About Mad Piper

Mad Piper is a large construct with a Challenge Rating of 2. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 19 hit points (derived from 3d8+6).

Mad Piper has communication capabilities including understands Common and Void Speech, but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mad Piper

2 tips available

When using Mad Piper in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Mad Piper

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mad Piper?
Mad Piper has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Mad Piper?
Mad Piper is a Large Construct, which affects how certain spells and abilities interact with it.
What languages does Mad Piper speak?
Mad Piper can communicate in understands Common and Void Speech, but can't speak.

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