# Minstrel *Medium* *Humanoid* - **Armor Class:** 15 - **Hit Points:** 32 (5d8+10) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** A5e Monstrous Menagerie, page 484 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 16 (+3) | - **Saving Throws**: Dex +5, Cha +5 - **Skills:** deception +5, performance +5, persuasion +5 - **Senses:** passive Perception 11 - **Languages:** any three ### Special Abilities - **Spellcasting:** The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13 +5 to hit with spell attacks). They have the following bard spells prepared: Cantrips (at will): light mage hand minor illusion vicious mockery 1st-level (4 slots): charm person disguise self healing word 2nd-level (3 slots): enthrall invisibility shatter 3rd-level (2 slots): hypnotic pattern major image ### Actions - **Rapier:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. - **Vicious Mockery (Cantrip; V):** A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. - **Invisibility (2nd-Level; V, S, M, Concentration):** The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell. - **Shatter (2nd-Level; V, S, M):** An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone metal or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage. - **Hypnotic Pattern (3rd-Level; S, M, Concentration):** A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze. ### Bonus Actions - **Martial Encouragement:** Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage. - **Healing Word (1st-Level; V):** The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn.