The Dewdrop Man

Medium Fey, lawful neutral


  • Armor Class 17
  • Hit Points 487 (65d8 + 195)
  • Speed 40 ft, fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 16 (+3) 20 (+5) 18 (+4) 24 (+7)

  • Saving Throws Dex +13, Int +11, Cha +13
  • Skills Arcana +17, Deception +19, Insight +10, Perception +10, Performance +19
  • Condition Immunities charmed, exhaustion, frightened, stunned
  • Senses truesight 60 ft., passive Perception 20
  • Languages Common, Elvish, Sylvan
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/day). If the The Dewdrop Man fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Dewdrop Man has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Dewdrop Man makes two attacks, only one of which may be a melody.

Innate Spellcasting. The Dewdrop Man casts the following spells, requiring no material components, and using Charisma as the spellcasting ability (spell save DC 21, +16 to hit with spell attacks):

At will: Detect Magic, Disguise Self, Faerie Fire, Invisibility, Light, Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery

3/day each: Bestow Curse, Cure Wounds, Greater Restoration, Major Image, Polymorph, Sleep

1/day each: Geas, Heal, Imprisonment, True Polymorph, Wish

Sword of Songs. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) slashing damage and 12 (2d10 + 2) psychic damage. The sword appears made of twisted light and hums melodically when swung. The Dewdrop Man cannot be disarmed.

Melody of Amity. The Dewdrop Man plays a quick melody on his flute. All enemies within 10 feet of him must make a Charisma Saving Throw (DC 18) or else be Charmed by him until the start of his next turn. While Charmed, they spend their turn advocating for and protecting the Dewdrop Man. They will attack anyone who attacks the Dewdrop Man. Creatures who cannot be Charmed are immune to this effect.

Melody of Dance. The Dewdrop Man plays a quick, delightful song that encourages everyone within a 15 foot radius to dance. All creatures must make a Wisdom Saving Throw (DC 18); creatures who are immune to being Charmed are immune to this effect. The effect is similar to Irresistible Dance.

Melody of Death. (Recharges 6). The Dewdrop Man plays a long, loud note and time seems to freeze around the battlefield. The air grows thick and it is hard to breathe. Everyone within 50 feet of him must make a Constitution Saving Throw (DC 18). On a failure, their lungs burn for air and they suffer 20 (3d10 + 5) Force and 50 (9d10 + 5) Necrotic damage. If they survive, they must choose between an Action, Bonus Action, or Movement on their next turn. They don’t have the energy for more than one. On a success, they suffer half that and do not suffer additional consequences.

Melody of Life. (Recharges 5-6). The Dewdrop Man plays a soft, comforting melody. He distributes 100 hit points among those listening, including himself.

Melody of Memory. The Dewdrop Man plays a low, disturbing melody that brings to mind a moment of terror or shame. Every creature within 10 feet of him must make a Wisdom Saving Throw (DC 18). Creatures that cannot be Charmed are immune to this effect. The affected targets suffer 15 (2d10 + 5) points of Psychic damage immediately and at the start of each of their turns (duration 1 minute). They may choose to take an action to see past the painful memory by making a Wisdom Saving Throw or they can continue taking damage.

Melody of Pain. The Dewdrop Man targets 1 creature within 20 feet of him and plays a quick, sharp note. The targeted creature must make a Charisma Saving Throw (DC 18). On a failure, the creature suffers 25 (4d10 + 5) points of psychic damage. On a success, they suffer half that.

Melody of Storms. The Dewdrop Man plays a loud, shrill series of notes. The skies rumble in reply and lightning strikes. Every enemy creature within 25 feet of the Dewdrop Man must make a Dexterity Saving Throw (DC 18). On a failure, the target suffers 24 (8d6) lightning damage. On a success, they suffer half that.

Legendary Actions

The The Dewdrop Man can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The The Dewdrop Man regains spent legendary actions at the start of his turn.

Dominate Person (Costs 2 actions). The Dewdrop Man casts Dominate Person on one target who can hear his music play.

Fey Step. The Dewdrop Man teleports to an unoccupied space he can see within 30 feet of him.

Melody. The Dewdrop Man plays one of his melodies.

Spell. The Dewdrop Man casts a spell from his list, using a use as normal.