Medium Humanoid (Tiefling), Lawful Neutral
Armor Class 17 Glamoured Studded Leather
Hit Points 116 (13d8 + 36)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +7, CHA +10
Damage Resistances Fire
Condition Immunities Charmed
Senses Passive Perception 14
Languages Common, Draconic, Elvish
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Actor. Conrad has advantage on Charisma(Deception) and Charisma(Performance) checks made to pass himself off as a different person. Additionally, he can mimic the speech and sounds of other creatures he has spent at least 1 minute interacting with.

Infernal Legacy. Conrad can cast the Hellish Rebuke spell once per long rest, except it deals 3d10 fire damage. He can also cast the Darkness spell once per long rest. Charisma is the spellcasting ability for these spells.

Jack of all Trades. Conrad adds 2 to any skill check he does not have listed above.

Peerless Skill. Whenever Conrad would make an ability check, he can choose to expend a use of Conrad's inspiration to roll a d10 and add the number rolled to the total.

War Caster. Conrad has advantage on Constitution saving throws made to maintain his concentration on a spell when he takes damage. Additionally, whenever a creature provokes an attack of opportunity from Conrad, he may cast a spell rather than make a melee weapon attack. The spell cast in this way must have a casting time of 1 action and target only that creature to be eligible.

Spellcasting. Conrad is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has following bard spells prepared:
Cantrips (at will): Eldritch Blast, Light, Thaumaturgy, Thunderclap, Vicious Mockery
1st level (at will): Disguise Self
1st level (4 slots): Armor of Agathys, Chaos Bolt, Comprehend Languages, Faerie Fire, Sleep, Thunderwave, Zephyr Strike
2nd level (3 slots): Detect Thoughts, Invisibility, Moonbeam, Warding Wind
3rd level (3 slots): Counterspell, Enemies Abound, Sending
4th level (3 slots): Charm Monster, Dimension Door
5th level (2 slots): Mislead, Scrying
6th level (1 slots): Mass Suggestion
7th level (1 slots): Teleport

Actions

Countercharm. Conrad can perform until the end of his next turn, granting friendly creatures within 30 feet advantage on saving throws against being charmed or frightened.

Rapier, +1. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) piercing damage.  

Shortbow of Showmanship. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage. When Conrad reduces a Small or larger creature to 0 hit points or scores a critical hit against a target with this weapon, he can create a harmless sensory effect or illusion, as per the Prestidigitation spell, as part of that attack. The effect can appear on the target of the attack or in the area immediately surrounding it.

Bonus Actions

Conrad's Inspiration. (5/long rest). Conrad can use his bonus action to grant a creature within 60 feet of him that can see or hear him an inspiration die. This die is a d10 and can be used during an attack roll, ability check, or saving throw by rolling the die and adding the result to the check's total. A creature can only have 1 inspiration die at a time and is expended when used.

Reactions

Cutting Words. As a reaction when a creature (that's not immune to being charmed) within 60 ft. of Conrad that he can see makes an attack roll, ability check, or damage roll, he can roll 1d10 and subtract the number from the creature's roll. He can do so after the roll but before knowing the result.

Description

Storm the Guild Hall: Airaura

Tool Proficiencies: Dulcimer, Lute, Lyre, Pan Flute

Magic Items:

Acidlight Arrow (x2). This ammunition is covered in an alchemical concoction that ignites upon impact, casting bright light in the space of the target it hits and dim light in a 5-foot radius for 1 minute. A creature struck by the ammunition takes 1d4 acid damage at the start of each of its turns and has disadvantage on any Dexterity (Stealth) checks it makes while the ammunition remains lit. The ammunition remains lodged in a target it hits until a creature uses an action to remove and snuff out the ammunition. If the target is invisible, it’s revealed while the ammunition is lodged within it. The ammunition is destroyed by the lit solution, preventing it from being recovered once fired. 

Runic Arrows (x3). This runic ammunition resembles normal bolts, arrows, or stones that are etched with runes and are magically discordant to spellcasters. When a creature concentrating on a spell or magical effect is hit by a piece of this runic ammunition, that creature makes the resulting Constitution saving throw to maintain its concentration with disadvantage.

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Void Arrow (x3). This pitch-dark piece of ammunition is composed of densely-packed shadows. A creature hit by this magic ammunition takes psychic damage instead of piercing damage. This ammunition makes no sound when it’s fired or strikes a surface, leaves no discernible wounds, and vanishes immediately after hitting a creature.

Glamoured Studded Leather. While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Monster Tags: Human

Wrexxal

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