Ostinato
Medium Aberration, chaotic neutral (CR 4)Armor Class 15
Hit Points 39 (6d8+12)
Speed fly 50 ft., hover true ft.
1 (-5)
20 (+5)
15 (+2)
5 (-3)
12 (+1)
17 (+3)
Skills perception 3
Senses darkvision 60 ft., passive Perception 13
Languages telepathy 200 ft.
Challenge Rating 4
Actions
Multiattack.
The ostinato makes two cacophony ray attacks.
Cacophony Ray.
Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.
Aural Symbiosis (1/Day).
One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends.
Voracious Aura (1/Day).
While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source.
sizeMedium
typeAberration
group
alignmentchaotic neutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilitiesthunder
damage_resistancesacid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Incorporeal Movement,desc: The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.,name: Invisibility,desc: The ostinato is invisible as per a greater invisibility spell.,name: Magic Resistance,desc: The ostinato has advantage on saving throws against spells and other magical effects.
spell_list
page_no312
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 312