Medium Humanoid (Any Race, Human), Lawful Evil
Armor Class 14
Hit Points 52 (6d8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Senses Passive Perception 16
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sneak Attack (1/Turn). The Fencer deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll.

Music Of Terror: If someone hear the Fencer playing for 30 sec, he must succeed on a Wisdom saving throw (DC 14) or be frightened for 5 min.

Actions

Multiattack. The Fencer makes two melee attacks.

Rapier Melee Weapon Attack: Hit +6. 1d8+3. Piercing damage.

Psychic Blades: 1 Bard Inspiration die. Add 2d6 psychic damage to the Rapier Attack. (Once per turn).

Spells: 1st level (4 slots): Dissonance Whispers, Feather Fall, Tasha's Hideous Laughter.

2st level (3 slots): Cloud of daggers.

3st level (3 slots) : Vampiric Touch. 

 

 

 

Bonus Actions

Bardic Inspiration: 3 Bard Inspiration dies (1d8).

Reactions

Countercharm (action or reaction)The Fencer start a perfomance and gain advantage on saving throws against being frightened or charmed.

Description

The Fencer usually works for someone as a spy, assassin, or as a right-hand man.
His rapier manages to be a deadlier weapon when used in conjunction with his violin. If you see his blades dancing around the shadow coming out of his body, than will be the last thing that you will see.

Monster Tags: NPC

Habitat: Urban

Kurehjhin

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