Wind's Harp

Medium fiend (devil), Lawful Evil

Armor Class

12 (natural armor)

Hit Points

63 (14d8)

Speed

walk 30 ft., fly 10 ft.

Saves

Wis +2, Cha +6

Skills

Stealth +5

Damage Immunities

cold, fire, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Common, Infernal

Challenge

4

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.

Actions

Multiattack

The wind's harp devil makes two infernal noise attacks.

Infernal Noise

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.

Hellish Chorus (Recharge 5-6)

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.