Large Monstrosity, Chaotic Neutral
Armour Class: 12
Hit Points: 76 (9D10+27)
Speed: 50 ft.
STR Dex con int wis Cha
18 (+4) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
Skills: Athletics +6, Deception +5, Insight +4, Persuasion +5
Senses: Passive Perception 10
Languages: Common, Elvish, Sylvan
Challenge: 5 (1,800 XP)
Bardic Spellcasting: The Trassiorf is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, + 6 to hit with spell attacks). The Trassiorf requires only its voice and its lute to weave magic into its songs, and may cast the following spells:
Cantrips: Prestidigitation, Vicious Mockery
1st Level Spells (4 slots): Dissonant Whispers, Heroism, Tasha’s Hideous Laughter
2nd Level Spells (3 slots): Blindness/Deafness, Magic Mouth
3rd Level Spells (2 slots): Bestow Curse, Stinking Cloud
Distracting Drone: The Trassiorf constantly plays an annoying and atonal song that drives creatures who hear it to frustration and anger. Creatures that start their turn within 120 feet of the Trassiorf and can hear it, must make a DC 16 Wisdom Saving throw. Creatures that fail the saving throw have disadvantage to attack creatures other than the Trassiorff, but have advantage to attack the Trassiorf. Those that pass the saving throw are unaffected, but still seem grouchier and more frustrated than before they knew what a Trassiorf was.
Frustrating Reversal: The Trassiorf can only say the opposite of what it means; best friends become worst enemies, good becomes evil and night becomes day. This convoluted curse of speech makes the Trassiorf incredibly hard to understand and communicate with. Even if a creature speaks the same language as the Trassiorf, they have Disadvantage on persuasion, or deception checks made to verbally interact with it. Similarly, the Trassiorf suffers from these same issues.
Multiattack: The Trassiorf makes two attacks: one with it’s hooves and one with its lute, or two with its lute.
Hooves: Melee Weapon attack: +6 to hit, reach 5ft. One target. Hit: 11 (2D6+4) Bludgeoning damage.
Lute: Melee Weapon attack: +6 to hit, reach 5ft. One target. Hit: 11 (1D8+4) Bludgeoning damage.
Breath of the Second Head (Recharge 5-6): The lower face of the Trassiorf releases a noxious gas in a 15 foot cone. Each creature in that area must make a DC15 Constitution saving throw, taking 31 (7D8) poison damage on a failed save, or half as much on a successful one. Creatures that fail their save must spend their action retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on their saving throw, but creatures with an enhanced sense of smell, like wolves make the save with disadvantage.