The Choir

by Macekill

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The Choir

"Not much is known about the creatures that adventurers deem "The Choir", but many are chilled to the bone by their name alone. Those that have witnessed it first-hand and lived are content with never adventuring another day in their life; if it means even the smallest chance of never seeing that particular monstrosity again. I, however have never been more interested in such a thing."

"I've found even more recent documentation on these creatures through detailed reports from scavenging parties and adventurers alike. Something unsettling seems to correlate between all of their accounts however, in that this creature's discordant screams rattled them to the bones. As if forced to watch some sort of unharmonized symphony. The most unnerving thing of all is that most of the time, these creatures were merely a plethora of fused humanoids. I fear whoever created these monsters - because they're certainly not natural! - seeks to enact an even more nefarious plan amongst the mases."

-Excerpt from Arch Magus Ashans Tome of Monstrosities

Born from experimentation. These monstrosities - amalgamation of humanoids and creatures alike, are the child of eccentric and sometimes forbidden magic that delves into what the arcane can truly do. While mages of all kinds did such things during the age of arcanum; much has changed since then, and many steps have been taken to not fall down the same path. Regardless, some might not head these words and tamper with the weave. The result of such a thing is The Choir and its many variants.

Seeking Harmony. Whatever arcane experimentation was used to create the initial fusion of humanoids, or animals of any kind and what the creation seeks in its endless agony, is harmony. After all, to be fused and connected with all those it assimilates in its path is pain unending; but in the hazy fog of its existence, the fragment of intelligence it wields hopes to lessen the burden with more souls. It is a shame that it doesn't know it is only making its existence even worse, as all those assimilated are still living. However, in the hive mind of this creature, they cannot escape and are forced to watch as innocent lives are added to the pile to experience the same agony.

Hope in the dark. While many presume this creature to be merely mindless and those assimilated effectively lost, reports from adventurers have stated these creatures being capable of coherent speech. Although it is reported that those who have heard it, describe it as haunting, as every living thing fused to it speaks as one. They even stated how it knew things about them no one should have known. A troubling notion. Nonetheless, there is a rumor of a way to either free those assimilated, or at least lay them to rest. Strangely, the adventurer said it called for a song that was pure and came form the depths of ones heart.

The Choir String

The choir String has ironically been named due to the number of humanoids fused together, and the fact that their "Song" is musical in nature. Based off the size of an Orchestra, the String represents the number of humanoids fused (being 12-21 usually) into one being. While these are the most common of the variants spotted, they're no less dangerous than the larger varieties.

The most dangerous thing about the Choir String is its voice. Given its slow movement, most adventurers can easily kite these creatures and take them down from afar, but its truly their song that is dangerous. For if it worms its way into your head, you'll find yourself willingly approaching it and listening to it until your die, or are knocked unconscious and added to the mix. Choir Chambers are created when Choir Strings assimilated enough humanoids to fit the requirements of an actual Orchestra Chamber.



Choir String

Large monstrosity, any evil alignment


  • Armor Class 11 (natural armor)
  • Hit Points 59 (7d10+21)
  • Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 9 (-1) 10 (+0) 14 (+2)
  • skills Perception +4
  • Damage immunities Psychic
  • Condition immunities Frightened.
  • Senses darkvision 60ft., Passive Perception 14
  • Languages Knows and can speak all the languages of the consumed.
  • Challenge 2 (450 XP)

Unity. Born of foul magics, the unity of these poor souls have birthed a creature of agony. The number of it's form gives it advantage on all Wisdom (Perception) checks and it has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.

Terrifying Insight. A creature that hits, or touches the Choir String gains insight into its very being. Catching glimpses of actual consciousness within and gaining the knowledge that this monstrosity is holding its passengers hostage. At the same time, the Choir String learns something about the assailant.

Snapped String. If a creature starts its turn within 10 feet of the Choir String while Discordant Harmony is active, they must make a DC 14 Wisdom saving throw or take 9 (3d6) Psychic damage on a failed save or half on a success. Creatures charmed from Discordant Harmony's initial save automatically fail this save.

Actions

Multiattack. The Choir String makes two Grasping Limbs attacks.

Grasping Limbs. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (1d8 + 4) bludgeoning damage, and the creature is grappled (DC 14 to escape) and restrained. The Choir String can grapple up to 4 medium sized creatures at a time.

Discordant Harmony. The Choir String screams a horrifying tune. Every creature within 300 feet of it must make a DC 14 Wisdom saving throw or become charmed, however when charmed in this way the creature is also incapacitated until the song ends. The Choir String must take a bonus action on its subsequent turns to continue "Singing". The song ends if the Choir String is incapacitated. If the charmed target is more than 5 feet away from the Choir String, the creature must move on its turn toward the Choir String by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the Choir String, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this Choir String's song for the next 24 hours. However, the strange discordant tune still harms them psychologically.

Reactions

Consume. When a creature is knocked to 0 hits within 5 feet of the choir String, it can use its reaction to consumes it and add to it's mass. A consumed creature is not killed, but added to the choir's unity. While a part of the Choir, the creature is considered incapacitated, but stabilized. The Choir heals 9 (2d6+3) hit points per assimilated creature. Should enough creatures be consumed, it becomes a Choir Chamber.

The Choir Chamber

Similar to the Choir String, the Choir Chamber is made up of a similar number of assimilated humanoids/animals. Ranging from 20 to 45 humanoids/animals fully fused. While the String was somewhat manageable by lower status adventurers, many are sadly enthralled by the Chamber's longer reach in its musical prowess. Where the String has been documented to enthrall individuals up to a range of roughly three hundred feet, the Chamber is capable of snagging passerbys at double the range of the String.

To expand even further, the Chamber seems to be physically stronger than its lesser variant, given the amount of humanoids its assimilated. With dozens of grasping limbs to keep courageous adventurers in place, the chamber will continue its discordant singing to eventually knock the humanoid unconscious and then proceed to add it to its growing mass. Unlike its lesser variant, the Chamber seems to be even more intelligent than before and can coherently carry conversations with those who choose to talk instead of fight. Although the combined voices and intent of this monstrosity is an entirely unknown aside from what has been previously known.



Choir Chamber

Huge monstrosity, any evil alignment


  • Armor Class 13 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 11 (+0) 10 (+0) 16 (+3)
  • skills Perception +6
  • Damage immunities Psychic
  • Condition immunities Frightened.
  • Senses darkvision 60ft., Passive Perception 16
  • Languages Knows and can speak all the languages of the consumed.
  • Challenge 8 (3,900 XP)

Unity. Born of foul magics, the unity of these poor souls have birthed a creature of agony. The number of it's form gives it advantage on all Wisdom (Perception) checks and it has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.

Terrifying Insight. A creature that hits, or touches the Choir Chamber gains insight into its very being. Catching glimpses of actual consciousness within and gaining the knowledge that this monstrosity is holding its passengers hostage. At the same time, the Choir Chamber learns something about the assailant.

Snapped String. If a creature starts its turn within 10 feet of the Choir Chamber while Discordant Harmony is active, they must make a DC 16 Wisdom saving throw or take 14 (4d6) Psychic damage on a failed save or half on a success. Creatures charmed from Discordant Harmony's initial save automatically fail this save.

Actions

Multiattack. The Choir Chamber makes three Grasping Limbs attacks.

Grasping Limbs. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the creature is grappled (DC 16 to escape) and restrained. The Choir Chamber can grapple up to 6 medium sized creatures at a time.

Discordant Harmony. The Choir Chamber screams a horrifying tune. Every creature within 600 feet of it must make a DC 16 Wisdom saving throw or become charmed, however when charmed in this way the creature is also incapacitated until the song ends. The Choir Chamber must take a bonus action on its subsequent turns to continue "Singing". The song ends if the Choir Chamber is incapacitated. If the charmed target is more than 5 feet away from the Choir Chamber, the creature must move on its turn toward the Choir Chamber by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the Choir Chamber, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this Choir Chamber's song for the next 24 hours. However, the strange discordant tune still harms them psychologically.

Reactions

Consume. When a creature is knocked to 0 hits within 5 feet of the choir Chamber, it can use its reaction to consumes it and add to it's mass. A consumed creature is not killed, but added to the choir's unity. While a part of the Choir, the creature is considered incapacitated but stabilized. The Choir heals 26 (6d6 + 5) hit points per assimilated creature. Should enough creatures be consumed, it becomes a Choir Symphony.

The Choir Symphony

And last but not least, the Choir Symphony - the rarest of these variants. Very few of these strange monstrosities ever see this stage of their existence, but those that do are loathe to be parted with its assimilated bounty. Thankfully, most creatures of the Choir are either felled, or miraculously parted from the initial creature and freed of their torment. However, those who are parted from the Choir usually become mentally unhinged and wish once more for communion. This mental instability can be cured with the help of a temples cleric devoting enough time to either help them through their strange attachment, or via divine spells.

However, the Choir Symphony is by far the most dangerous of the three. As if someone attempts to non-lethally fell this creature to save those within, it will take a very hardy group of adventurers. Most reports have simply given the order and accepted requests to simply kill the beast, as it much more efficient and less dangerous for those that remain within its vicinity. And with its discordant tune, it can snag creatures even further than its lesser, making it leagues easier to continue amassing its prey. At this point, the pain is lessened enough that the Symphony can think. Making it a surprisingly cunning monster.



Choir Symphony

Gargantuan monstrosity, any evil alignment


  • Armor Class 14 (natural armor)
  • Hit Points 224 (14d20 + 84)
  • Speed 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 16 (+3) 10 (+0) 18 (+4)
  • skills Perception +8
  • Damage immunities Psychic
  • Condition immunities Frightened, Grappled.
  • Senses darkvision 60ft., Passive Perception 18
  • Languages Knows and can speak all the languages of the consumed.
  • Challenge 12 (8,400 XP)

Unity. Born of foul magics, the unity of these poor souls have birthed a creature of agony. The number of it's form gives it advantage on all Wisdom (Perception) checks and it has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.

Terrifying Insight. A creature that hits, or touches the Choir Symphony gains insight into its very being. Catching glimpses of actual consciousness within and gaining the knowledge that this monstrosity is holding its passengers hostage. At the same time, the Choir Symphony learns something about the assailant. This sudden surge of information is painful, causing the assimilated to screech in pain. Any creature within 5ft of the Choir Symphony takes 9 (2d8) psychic damage.

Snapped String. If a creature starts its turn within 10 feet of the Choir Symphony while Discordant Harmony is active, they must make a DC 18 Wisdom saving throw or take 18 (5d6) Psychic damage on a failed save and half on a success. Creatures charmed from Discordant Harmony's initial save automatically fail this save.

Actions

Multiattack. The Choir Symphony makes three Grasping Limbs attacks.

Grasping Limbs. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage, and the creature is grappled (DC 18 to escape) and restrained. The Choir Symphony can grapple up to 8 medium sized creatures at a time.

Discordant Harmony. The Choir Symphony screams a horrifying tune. Every creature within 1,000 feet of it must make a DC 18 Wisdom saving throw or become charmed, however when charmed in this way the creature is also incapacitated until the song ends. The Choir Symphony must take a bonus action on its subsequent turns to continue "Singing". The song ends if the Choir Symphony is incapacitated. If the charmed target is more than 5 feet away from the Choir Symphony, the creature must move on its turn toward the Choir Symphony by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the Choir Symphony, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this Choir Chamber's song for the next 24 hours. However, the strange discordant tune still harms them psychologically.

Reactions

Consume. When a creature is knocked to 0 hits within five feet of the choir Symphony, it can use its reaction to consumes it and add to it's mass. A consumed creature is not killed, but added to the choir's unity. While a part of the Choir, the creature is considered incapacitated but stabilized. The Choir Symphony heals 42 (10d6 + 6) hit points per assimilated creature.

A hearthsong

To free the poor souls fused by forbidden magic can be a terrifyingly difficult thing. But, while the Choir is a chaotic creation, it can be saved by a song that embodies order and harmony. However, the song must come from the depths of ones own heart for it to be successful in parting those fused in an unholy way. Mechanically, anyone can roll a Charisma (Performance) check with a DC determined by the Gm, based entirely on the variant you are combating. Should you succeed the check, the creature automatically falls to 0 hit points and begins to split over and over, until all that remains are the humans once fused together and a tiny, aberrant parasite that curls up and dies on the spot.

Another, more volatile way to achieve this is by casting the Greater Restoration spell on the Choir. While cast on the creature, this spell instead of its normal effects deals 35 (10d6) radiant damage to the creature. In addition, ten humanoids, or beasts are freed from the union. Should this reduce any Choir variant to 0 hit points, the same result happens in the above paragraph.

Credits

  • Made using GM Binder.
  • Created and edited by u/Macekill.
  • Artwork used is a screencap from the 2011's The Thing.
 

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