Phantom Maestro
Not a lot of creativity here, took a ghost statblock and the maestro statblock and slammed them together. Pretty much it.
Phantom Maestro
Medium Undead, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft., fly 40 ft. (hover)\
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 15 (+2) | 14 (+2) | 20 (+5) |
Saving Throws Dex +7, Wis +5, Cha +8
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Infernal, Abyssal\
Challenge Rating 10 (5,900 XP)
Proficiency Bonus +4\
TRAITS
Haunting Harmony (Aura). Any creature that starts its turn within 60 feet of the Phantom Maestro and can hear it must make a DC 15 Charisma saving throw. On a failure, the creature is Charmed until the end of its next turn. While Charmed, it treats the Phantom Maestro as an ally and cannot willingly move away from it. If a creature is already Charmed, it instead takes 18 (4d8) psychic damage.
If a creature succeeds on the saving throw, it is immune to Haunting Harmony for the next 24 hours.
Ethereal Sight. The Phantom Maestro can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Etherealness. As an action, the Phantom Maestro can enter the Ethereal Plane from the Material Plane, or vice versa. It can remain in the Ethereal Plane for up to 1 hour or until it ends the effect as a bonus action.
Horrific Visage. Each non-undead creature that starts its turn within 60 feet of the Phantom Maestro and can see it must make a DC 15 Charisma saving throw. On a failed save, the creature is Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this Phantom Maestro’s Horrific Visage for the next 24 hours.
ACTIONS
Multiattack. The Phantom Maestro makes two Ethereal Lute attacks or one Ethereal Lute attack and one Ethereal Lute’s Lullaby attack.
Ethereal Lute. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic and psychic damage. The target must make a DC 15 Constitution saving throw. On a failure, the Phantom Maestro has advantage on all attack rolls against that target until the end of its next turn.
Ethereal Lute’s Lullaby. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: The target must make a DC 15 Charisma saving throw or fall Unconscious in a deep, supernatural sleep for 1 minute. While in this sleep, the creature cannot be woken except by taking damage. The creature does not wake from normal noise or shaking.
Drive-Busting Screech (2/Day).The Phantom Maestro unleashes a soul-rending screech, forcing all creatures within 30 feet that can hear it to make a DC 15 Charisma saving throw or become Charmed for up to 1 minute.
A Charmed creature is incapacitated and must use its movement each turn to perform erratic, involuntary motions (singing, dancing, or miming a performance).
At the end of each of its turns, the creature can repeat the saving throw. If the repeated saving throw fails twice, the creature becomes Paralyzed and takes 18 (4d8) necrotic damage.
On a success, the effect ends for that creature.