Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 20 (studded leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +7, WIS +3
Skills Acrobatics +8, Athletics +5, Deception +8, Persuasion +8, Stealth +8
Damage Resistances Force
Senses Passive Perception 10
Languages any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Equipment. The wandslinger carries two wand of magic missiles and two modified versions called magic missile blasting rod, which only has 1 charge, but casts magic missile at 8th level. The wandslinger also wears a cloak of charisma, a brooch of shielding and a hat of disguise.

Lightfooted.
The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Dual Wand Wielder. If the wandslinger is carrying two wands, they can use an action to expend 1 charge from each wand, triggering the effects of both wands.

Monster Tags: NPC

Habitat: CoastalUrban

Anders_Gran

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