Medium Humanoid, Any Alignment
Armor Class 15
Hit Points 31 (6d8 + 1)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +4, CON +3, CHA +6
Skills Performance +10, Persuasion +10, Sleight of Hand +5
Senses Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Deathless Nature. Doesn't need to breathe.

Spiderclimb. Can climb difficult surfaces, including upside down, without an ability check.

Expertise. Choose two of your skill proficiencies (performance, persuasion). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Resilient. Increase Constitution by 1 and become proficient in saving throws.

Power Chords. You have access to a variety of Power Chords, detailed under Actions, Reactions, and Bonus Actions. Each one of these costs at least 1 use of your Bardic Inspiration.

Actions

Melee: Lute (Club): 1d4 + 2 bludgeoning damage. +5 to hit.

Multi-attack: When you make the Attack action, you can make a second attack.

Spellcasting. Spell save DC: 15. +7 to hit.
At will: Thunderclap, Baleful Mastery
2/day: Bane, Feather Fall
1/day: Shatter, Enthrall

Power Chord: Taunting Howl. Expend 1 Bardic Inspiration die; a target creature within 30 feet must succeed on an Intelligence saving throw or have disadvantage on attack rolls against creatures other than you for 1 minute. The creature repeats the saving throw if they take damage.

Bonus Actions

Bardic Inspiration (4/day). You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8.
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.

Power Chord: Accelerando. Expend 1 Bardic Inspiration die. Until the start of your next turn, you or one ally within 10 feet of you gains the following benefits:

  • Doubled movement speed
  • Doubled jump height
  • Attacks of opportunity made against you have disadvantage.

Power Chord: Thunderous Chord. Expend 1 Bardic Inspiration Die. When you hit using your instrument as a melee weapon, the target takes additional thunder damage equal to 2 times your Bardic Inspiration die.

Power Chord: Reverb. When you deal damage using a spell, you can expend a number of Bardic Inspiration dice equal to the level of that spell (minimum 1). The target takes half the damage of the spell at the beginning of their next turn.

Power Chord: Rallying Melody. When you hit a creature with your instrument, you can expend 1 Bardic Inspiration die to allow one friendly creature to make a single melee or ranged attack against the same creature as part of your attack action.

Reactions

Multi-instrumentalist. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Power Chord: Discordant Shriek. When you see a creature casting a spell, you can cast Counterspell. You must expend an amount of Bardic Inspiration die equal to the level you want to cast it at (minimum 3). If the spell you are attempting to counter is of a higher level than you cast it at, instead of making an ability check, roll your Bardic Inspiration die and add your Charisma modifier.

Power Chord: Shielding Chord. When you would be hit by an attack, you can expend one Bardic Inspiration die to increase your AC by the amount rolled by that Bardic Inspiration die. Following that attack, your AC returns to its previous value.

Description

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Brolive