Medium Humanoid, Any Chaotic Alignment
Armor Class 17 Chain Shirt
Hit Points 55 (10d8 + 1)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +8, CHA +9
Skills Deception +9, History +6, Intimidation +9, Perception +6, Persuasion +9, Stealth +6
Senses Passive Perception 16
Languages Any four languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. The bard is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The bard has following bard spells prepared:
Cantrips (at will): friends, message, vicious mockery (3d4 damage), minor illusion
1st level (4 slots): charm person, healing word, heroism, comprehend languages, faerie fire
2nd level (3 slots): calm emotions, detect thoughts, shatter, suggestion
3rd level (3 slots): hypnotic pattern, motivational speech, summon fey spirit
4th level (3 slots): charm monster, dimension door, polymorph
5th level (2 slots): dominate person, synaptic static
6th level (1 slot): mass suggestion

Legendary Resistance (2/Day). If the bard fails a saving throw, it can choose to succeed instead.

Actions

Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. 

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Reactions

Cutting Words (3/Day). When a creature that the bard can see within 60 feet makes an attack roll, an ability check, or a damage roll, the bard can use its reaction to roll a d10 and subtract that number from the creature’s roll. The creature is immune if it can’t hear the bard or if it’s immune to being charmed.

Legendary Actions

The bard can take 2 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. The bard regains spent legendary actions at the start of its turn.

Melee Attack (Costs 1 action). The bard makes one melee attack.

Move (Costs 1 action). The bard moves up to its speed without provoking opportunity attacks.

Cantrip (Costs 1 action). The bard casts any cantrip.

 

Heal Self (Costs 2 Actions). The bard magically regains 23 (4d8+5) hit points.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Scorpienne