Skeletal Drummer

Level 3
Creature· evilUncommonMediumRemaster
AC 18
HP 30 (void healing)
Speed 25 ft.
Fort +6
Ref +12
Will +9
Perc +9
Size Medium
Uncommon
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5, sonic 5
Languages common, necril, orcish
Senses darkvision
Skills performance +13, acrobatics +10, diplomacy +9, intimidation +9
Recall Knowledge religion DC 20

Attacks

Melee Stomp +10/+5/+0(finesse)
Damage: 2d8+3 bludgeoning
Melee Drumstick +10/+6/+2(agile, finesse)
Damage: 2d6+3 bludgeoning
Ranged Thunderous Beat +10/+5/+0 (range 40 ft.)(magical, sonic)
Damage: 2d6+4 sonic

Abilities

Rhapsodic Flourishdefensive(occult, sonic)

Trigger The skeletal drummer would roll a saving throw against an auditory or sonic effect Effect The skeletal drummer performs a refrain that deflects sonic vibrations. They roll a performance check in place of the triggering saving throw. Sonic feedback rebounds from the effect, dealing 1d6 sonic damage to the source of the triggering effect if the Performance check succeeded or 2d6 sonic damage to the skeletal drummer on a failure.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Destructive Finale◆◆offensive(occult, sonic)

Requirements March to War is in effect

The skeletal drummer performs a boisterous finale. They choose a 30-foot cone or 15-foot emanation, and they deal 4d6 sonic damage to all creatures in that area (DC 21 reflex save). March to War immediately ends, and the skeletal drummer can't use March to War or Destructive Finale for 1d4 rounds.

March to War◆◆offensive(auditory, emotion, mental, occult)

The skeletal drummer plays a regular beat that compels others to march. Each creature in a 30-foot emanation must attempt a DC 19 will save. Undead are immune. The effect lasts until the end of the skeletal drummer's next turn, but the skeletal drummer can Sustain the effect on all affected creatures that remain within the emanation. Critical Success The creature is unaffected and is temporarily immune for 1 hour. Success The creature can't use actions with the move trait except to march, which uses the Stride action to move up to half the creature's Speed. If the creature has other Speeds, it can also march using those modes of travel. Failure As success, and the creature must spend at least 1 action each turn marching.

Description

To some, music is more than a hobby-it's an obsession. Every musician who lived and died for their craft runs the risk of returning as a fiddling bones, as do musicians who died before completing their magnum opus or receiving the accolades they believe they deserved. Driven to prove themselves even in undeath, fiddling bones often challenge famous performers to music duels.

Traits