MatiasRH

At the beginning of each round roll 1d4, this will be the Rythm Die for that round for all Fugues present in the encounter. When the die is rolled the HP for each fugue is reset if it received a number of attacks different from the previous Rythm Die result.
- Bring on the drums! (Rythm die times).1d10+5.
The fugue blasts loud sounds to the beat indicated by its Rythm Die.

Weapons made of gold (crafted or improvised) ignore armor
- •Money It's a gas.
Fly 20, if another creature is in it's path it must make a DC15 DEX save or take 20 damage and be pushed 4. Grab that cash with both hands and make a stash...
- •Money It's a hit.
(x2) Attack for 2d12+10 damage. Don't give me that do goody good...
- •Money It's a crime.
Fly 10, drop a shower of melting coins, creatures below your flight path take 1d12+10 damage. Share it fairly But don't take a slice of my pie...
When bloodied, it starts overheating, causing melee weapons used against it to break on a critical failure.
The Noble's Last Resort has overheated! 100 more damage and he dies. Until then, it can only use Money It's a crime but its damage increases by 4d12