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5ead/monsters/md/a5e_monstrous_menagerie/minstrel-a5e.md
2025-06-07 07:58:30 -05:00

2.8 KiB

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.