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Unholy Choir (Fleshgine)

Gargantuan construct, unaligned

Armor Class 17
Hit Points 198 (12d20 + 72)
Speed 10 ft.

26 (+8) 6 (-2) 23 (+6) 1 (-5) 10 (+0) 1 (-5)

Saving Throws Dex +2
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft, passive Perception 10
Languages Infernal, Common
Challenge 9 (5,000 XP)


  • Berserk. Whenever the unholy choir starts its turn with 90 hit points or less, roll a d6. On a 6, the unholy choir attacks the nearest creature it can see. If no creature is near enough to move to and attack, the unholy choir attacks an object with preference for an object smaller than itself. Once the unholy choir goes bersek, it continues to do so until it is destroyed or regains all its hit points. The unholy choir’s creator or designed operator, if within 60 feet of the berserk unholy choir, can try to calm it by speaking firmly and persuasively. The unholy choir must be able to hear this designated person, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 90 hit points or fewer, the golem might go berserk again.
  • Magic Weapons. The conductor’s attacks are magical.
  • Vulnerability to Silence. The unholy choir’s entire purpose for existence is built around its choral abilities. At the end of each turn that it is in an area of magical silence (such as from a silence spell), the unholy choir must make a d6 roll at the end of each turn, going berserk on the roll of a 6. While in an area of silence, the fleshgine’s creator cannot attempt to soothe it and regain control.


  • Multiattack. The unholy choir can use its Infernal Chorus, or its Viscous Spittle, if able. It then makes four attacks with its bites. The conductor can instead make four attacks with its bites against a single target that is Gargantuan.
  • Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 25 (4d6 + 8) piercing damage.
  • Infernal Chorus. The unholy choir emits music, causing a number of different effects, each of which requires concentration to maintain, up to 1 minute. Choose one of the following effects:
    • Dirge of Doom: Creatures other than fiends and constructs that can hear the unholy choir and are within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened until the music stops. A creature is no longer frightened if it cannot hear the dirge.
    • Dissonant Sound: Creatures that can hear the unholy choir and are within 60 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned by deleterious music. A creature is no longer poisoned if it cannot hear the sound.
    • Inspire Courage: The unholy choir can bolster up to six allies within 60 feet that can hear it and are within 60 feet. These allies are granted the effects of the bless spell.
    • Nightscream: Any living creature within 30 feet of the unholy choir that can hear it can’t regain hit points until it can no longer hear the scream. A creature that can hear the scream at the start of its turn must make a DC 15 Charisma saving throw, taking 14 (4d6) necrotic damage on a failure, or half as much on a success.
  • Viscous Spittle (1/Day). Once per round as a free action, the Unholy Choir can spew a spray of this mucus in a 15-foot cone. Anyone within the cone’s area must make a DC 17 Dexterity saving throw or be covered in the viscous goo and become restrained. At the start of each round that a creature remains restrained by the goo, it takes 4 (1d8) acid damage. At the end of a restrained creature’s turn, it can make another saving throw. If it succeeds, it is no longer restrained.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham