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Creatures

DJ Murmur

DJ Murmur

Murmur was once a great celestial of the heavenly host, and a composer of the sacred music sung by the celestial choirs. After the fall, Murmur joined Lucifer’s efforts to corrupt the hearts of humanity using the most powerful tool he knew: music. Some say that it was Murmur that taught the first Bards how to use the innate magic of heavenly music, not as a generous gift, as he pretended, but as a means to manipulate the hearts and minds of people for his own purposes.

A Musical Mercenary. Although Murmur is not an imposing creature on his own, if he has time to prepare his musical equipment he is truly a force to be reckoned with. Murmur is currently in the employ of Jeremiah Resh, the Antichrist himself, as an entertainer in the wildly popular nightclub “Canto 5” where he headlines as “DJ Murmur.” However, Murmur’s true purpose here, like most in Resh’s employ, is to serve the whims of the Antichrist and sow chaos in the ongoing efforts to bring about the downfall of humanity. For Murmur, there is nothing so poetic as using the God-given gift of music as a means of subverting and contaminating God’s own divine plans.

Murmur in the Bible?

There is no character named “Murmur” in the Bible. This character is based on a demon mentioned in the Lesser Key of Solomon who was said to appear to the sound of trumpets, and used music to corrupt its victims.

DJ Murmur

Medium Fiend, Chaotic Evil

Armor Class: 17 (natural armor)

Hit Points: 152 (16d10 + 64)

Speed: 30 ft.

STRDEXCONINTWISCHA
10 (+0)17 (+3)18 (+4)15 (+2)17 (+3)22 (+6)

Saving Throws: Dex +6, Wis +7, Cha +10

Skills: Perception +11, Performance +14

Damage Resistances: cold, bludgeoning, piercing, and slashing from non magical attacks that aren’t silvered.

Damage Immunities: fire, poison

Condition Immunities: charmed

Senses: Darkvision 120 ft., passive perception 21

Languages: Common, Infernal

Challenge: 12 (8,400 XP) Proficiency: +4

Features

Devil’s Sight: Magical darkness does not impede DJ Murmur’s darkvision.

Magic Resistance: DJ Murmur has advantage on saving throws against spells and other magical effects.

Special Equipment: DJ Murmur relies on his audio equipment for his special abilities, and is rendered useless without it. His setup always includes a sound mixer and six speakers, mounted around the perimeter of the room in which he is performing. If necessary, he can maintain control of his mixer from up to 60 feet away through an app on his phone. His mixer is a medium object with an AC of 5 and 75 hit points; each speaker is a small object with an AC of 10 and 1 hit point; DJ Murmur’s phone is a tiny object with an AC of 15 and 1 hit point. All equipment is immune to poison and psychic damage. If DJ Murmur loses the ability to play music (at the discretion of the GM), he reverts to his true form (an Imp), and attempts to flee.

Actions

Feel the Beat: DJ Murmur mixes a new music track with a hypnotic beat that just makes everyone feel like dancing. All creatures of DJ Murmur’s choice within 60 feet that can hear the music must succeed on a DC 18 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, a creature must use 20 feet of movement each turn to dance to the beat of the music without leaving its space. A charmed creature may use its action to repeat the saving throw, ending the effect on itself on a success.

Light Show: DJ Murmur triggers a light show complete with a smoke machine and strobe lights. The area within 30 feet of DJ Murmur becomes Heavily Obscured for all creatures other than DJ Murmur until the end of his next turn.

Legendary Actions

DJ Murmur 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. DJ Murmur regains spent legendary actions at the start of his turn.

Move to the Rhythm: One creature charmed by DJ Murmur must use its reaction move 10 feet toward the center of the dance floor. A creature that is already at the center of the dance floor is immune to this effect.

Dance off: Any number of charmed creatures chosen by DJ Murmur must make a Performance check as a free action to showcase who is the best dancer. The creature with the lowest check takes 11 (3d6) psychic damage as it becomes magically ashamed to have lost the dance off.

Crowd Crush (Costs 2 Actions): A 20-foot-square area of the dance floor becomes brutally over-crowded. All creatures of DJ Murmur’s choice in this area must succeed on a DC 18 Strength saving throw or take 18 (4d8) bludgeoning damage and become Restrained (escape DC 14). A creature that succeeds on the saving throw takes half as much damage and is not restrained.

Azrael's Guide to the Apocalypse, printed pages 196, 197.