The Concert Of Lost Souls

The void corrupts as readily as it consumes. Though beasts are typically spared from its appetite, even simple animals may blunder into that which they should not. The void devours their essence, perverting their forms into a dark reflection of itself. In rare cases, entire packs of animals are twisted and remade, their life essence bound together and unified by a carnal hunger for magic. Called a concert of lost souls, these pitiable creatures ravage the landscape as a swarm of shadowy horrors. Insatiable and unrelenting, these creatures scar the very fabric of magic wherever they venture. They are the enemies of all existence, for a world without magic is a dark prospect indeed.


CONCERT OF LOST SOULS

Huge aberration, neutral evil


Armor Class 18 (natural armor)
Hit Points 375 (30d12 + 180)
Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 26 (+8) 22 (+6) 16 (+3) 23 (+6) 21 (+5)

Saving Throws Dex +14, Con +12, Wis +12, Cha +11
Skills Intimidation +11, Perception +12, Survival +12
Damage Resistances bludgeoning, piercing, and slashing from magic weapons
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 22
Languages understands all languages but cannot speak
Challenge 18 (20,000 XP), assumes four lost souls in the encounter


TRAITS

Concert Of The Void. A concert of lost souls is one creature, but its body is made up of four independent parts, each of which has an appearance of a medium beast of the same species. These parts are individual “lost souls” and are considered unique creatures for the purposes of targeting effects. For example, one part can be paralyzed by a hold monster spell while the other three are not affected, while a fireball that affects multiple parts damages the concert multiple times. When the concert spends movement, each of its parts may move up to its speed as a part of that movement.

Pack Of The Damned. The concert of lost soul’s parts can never be more than 500 ft. away from each other. If one of its parts would be moved beyond that area, it immediately reappears within 15 ft. of another one of concert’s parts. Additionally, the concert has the following benefits due to its multiple independent parts.

  • Advantage on Intelligence, Wisdom, and Charisma saving throws and ability checks.
  • The concert can perceive everything each of its parts can perceive, and vice versa.

Cunning Action. As a bonus action on each of its turns, the concert can take the Dash or Disengage action.

Draining Aura. At the start of each of its turns, creatures within 10 feet of a part of a concert of lost souls must succeed on a DC 21 Wisdom saving throw or lose 19 (3d12) hit points and have their hit point maximum reduced to their current hit points. This effect can only be removed by greater restoration or similar healing magic. If a creature’s hit point maximum would be reduced to 0 by this feature, it is reduced to 1 instead. A creature within overlapping areas produced by this effect due to the creature’s multiple parts must attempt the save against the aura produced by each part.

Pack Tactics. The concert has advantage on attack rolls against a creature if at least one of its allies or parts is within 5 ft. of the creature and the ally or part isn’t incapacitated.

Void Resilience. The concert has resistance to all damage from spells and advantage on saving throws to resist spells. If the lost soul succeeds on a saving throw against a spell and suffers an effect on the success, it instead suffers no effect.


ACTIONS

Multiattack. The concert makes four bite attacks; one with each of its parts.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: The target loses 30 (5d8 + 8) hit points. If another of the concert’s parts is within 5 ft. of the target, it may take a reaction to make a single Bite attack against the target.

Cackling Laughter. The concert emits a haunting cackle of laughter that can be heard up to 15 ft. away. Enemy creatures that hear the cackle must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) psychic damage on a failure, or half as much on a success.


Ref: TPKB1 p266