Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +6, WIS +4
Skills Acrobatics +4, Perception +5, Performance +6
Senses Passive Perception 15
Languages any two languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. Bar's spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery

1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave

2nd level (3 slots): invisibility, shatter

3rd level (2 slots): haste, slow, [Tooltip Not Found]

Bardic Inspiration (3/day). Bar can use a bonus action on his turn to choose one creature within 60 feet of you who can hear him. 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.

Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 16 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

 
Actions

Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

 
Bonus Actions

 

 
Reactions

Cacophony (1/day). Reaction after taking damage. Each creature in a 15-foot cube originating from the bard must make a DC 16 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.

 
Legendary Actions

 

 
Mythic Actions

 

 

Description

Bar Yebov.

Human bard from Mirabar (dwarven city). Represented Port Llast shipping interests in Mirabar. His lover was a dwarf named Brea, daughter of someone in Clan Aloghar (kind of like Dwarven special forces who have religious authority)

Brea went missing and was found dead after overdosing on a drug called Enimat. Bar Yebov found out that Shadrar Thundersar, one of the council members in Mirabar, was involved in the drug trade. He couldn't find proof but his quest to find it caused him to neglect his job and he got in debt trying to cover up his failures. Eventually got called back to Port Llast to face up to everything by the Merchant's Guild.

Was recruited to the Morkoth (the ship we are on) just as the Frost Giants invaded. Met Captain Yhendorn in a tavern, told his sob story, and was promised he could get revenge. Came aboard the ship, touched a weird stone, and was shown a vision by Slarkrethel, the Kraken these guys serve, of Shadrar Thundersar dying of an overdose of his own drugs. He was promised this would happen if he served the Kraken. Since giants were destroying the city and he didn't have other options he went with it. After being on the ship for about 3 months now, he now has some doubts, as all he has been doing is sailing around with this paralyzed giant chained up on a ship.

Since the Captain seemed to no longer be the guy calling the shots, he talked to the halfling who showed up just before he did (according to the rest of the crew). The halfling has started to have tentacles grow out of his body and everyone calls him the Voice of the Kraken because he speaks telepathically just like the Slarkrethel did. The Voice told him he would indeed get his revenge if he discovers what Captain Yhendorn is up to, and he was given a vision of it happening once again.

While a storm hit the ship, he broke into Captain Yhendorn's office and found evidence that the Captain was plotting to destroy the Voice of the Kraken. Just as he found this, he got absolutely blasted by some intruders. He told them most of what he knows, and they just headed up to the deck to try to stir up conflict between Captain Yhendorn and the Voice.

  • He knows Caspian Helmrider (Joel's character's father). Worked for him for a while until he messed up a few times because of his gambling addiction and Helmrider fired him (as did all the other merchants he worked for). Last saw him a few months ago in Port Llast, had to sell his sailing boat because the Storm Giants had disrupted all the fishing lanes and business was really really bad. 
 

Lair and Lair Actions

 

 

Monster Tags: NPC

Habitat: Urban

dorv_

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