Medium Humanoid, Any Chaotic Alignment
Armor Class 13 Leather
Hit Points 5 (1d8 + 1)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +4, CHA +4
Skills Acrobatics +4, Insight +3, Performance +4
Senses Passive Perception 11
Languages Common Common and one other language
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bardic Inspiration(2/Day). The bard can inspire others through stirring words or music. To do so, they use a bonus action on their turn to choose one creature other than themself within 60 feet of them who can hear them. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Spellcasting. The bard is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +2 to hit with spell attacks). The bard has the following bard spells prepared:
Cantrips (at will): dancing lights, vicious mockery
1st level (2 slots): charm person, detect magic, healing word, thunderwave

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage. 

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 2) piercing damage. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

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.

Habitat: Urban

Cad48

Comments

Posts Quoted:
Reply
Clear All Quotes