16 (chain mail)
91 (14d8+28)
30 ft.
Con +5, Cha +6
Intimidation +6, Performance +6
Common
5
The dirge can play songs while wielding a melee weapon in one hand.
The dirge makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack.
Melee Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit 6 (1dl0+1) piercing damage.
As a bonus action, the dirge begins to play a magical song. At the start of each of the dirge's turns, all enemy creatures within 30 feet of the dirge that can hear the song must succeed on a DC 14 Constitution saving throw or take 9 (2d8) thunder damage. Any creature that takes damage in this way loses concentration if it is concentrating. The dirge can maintain concentration to continue playing the song. If it loses concentration, the song ends.