Mad Piper
Large Construct, neutral (CR 2)Armor Class 12 padded armor
Hit Points 19 (3d8+6)
Speed 30 ft.
16 (+3)
8 (-1)
14 (+2)
5 (-3)
7 (-2)
16 (+3)
Skills performance 5
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Void Speech, but canāt speak
Challenge Rating 2
Actions
Screaming Flail.
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 piperās 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 creatureās saving throw is successful or the effect ends for it, the creature is immune to the mad piperās Terrible Dirge for the next 24 hours.
sizeLarge
typeConstruct
group
alignmentneutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, frightened, paralyzed, poisoned, prone
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Inspire,desc: 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.
spell_list
page_no250
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 250