53 lines
3.1 KiB
Markdown
53 lines
3.1 KiB
Markdown
# Orcish Wildling Minstrel
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*Medium* *Humanoid*
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- **Armor Class:** 15
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- **Hit Points:** 32 (5d8+10)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** A5e Monstrous Menagerie, page 484
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 16 (+3) |
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- **Saving Throws**: Dex +5, Cha +5
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- **Skills:** deception +5, performance +5, persuasion +5, history +3, nature +3, survival +3
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- **Senses:** passive Perception 11
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- **Languages:** any three
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### Special Abilities
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- **Legend lore:** Once every 30 days, the orcish wilding minstrel can innately cast legend lore with no material component.
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- **Spellcasting:** The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13
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+5 to hit with spell attacks). They have the following bard spells prepared:
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Cantrips (at will): light
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mage hand
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minor illusion
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vicious mockery
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1st-level (4 slots): charm person
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disguise self
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healing word
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2nd-level (3 slots): enthrall
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invisibility
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shatter
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3rd-level (2 slots): hypnotic pattern
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major image
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### Actions
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- **Rapier:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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- **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.
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- **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.
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- **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.
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- **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.
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### Bonus Actions
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- **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.
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- **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.
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- **Many orc tribes use song to preserve a communal memory of history:** Minstrels are the keepers of the tribes wisdom and identity.
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