Seductive: Has advantage on Persuasion, Performance, and Deception skill checks.
Compelling: Imposes a -3 on any saving throws against its action.
Weak as water: Any character charmed by the Charmer may be brought back to their senses by receiving any sort of damage from someone they are familiar with, such as a party member or friend.
First Time: The Charmer targets lower level characters over higher level characters.
Interested: The Charmer also targets any characters that are “interested” in its “ability” before any other character. Interested overrides First Time.
Spellcasting. The Charmer is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Charmer has the following Bard spells prepared:
Cantrips (at will): Prestidigitation, Message
1st level (4 slots): Command, Charm Person, Animal Friendship, Sleep, Silent Image
2nd level (3 slots): Crown of Madness, Suggestion
Shapeshift: The Charmer has the ability to change its form, in part or completely, so long as the size is large, medium, or small. The Charmer may also adopt the stat block of the creature it transforms into. However, the charmer may not use any part of its own stat block until it transforms back into a basic humanoid. Partial changes do not change stats except at the DM’s discretion.
Spellcast: The Charmer can cast spells as long as it can use its voice.
Throat-slit. The Charmer may attempt to slit the throat of any player who is unaware of its presence or charmed, as long as the Charmer isn’t being attacked. If the Charmer beats the Passive Perception of the target, the Charmer hits for the damage of the piercing weapon used with an additional 2d6.
Censored. The player must roll either a wisdom or charisma saving throw. Should they fail the saving throw, or if they are charmed, the Charmer may roll a DC 14 performance check, and a DC 14 stealth check, to pull the player away from the party and force certain actions to occur. This inflicts the player character with 2nd level exhaustion, and does 1d4 damage with a -1 Hit DC. If either check fails, nothing happens.
Entertain. The Charmer may use any instrument to play a song. Any character that hears this song and isn’t already charmed must roll a DC 10 charisma saving throw. If they fail, they are charmed.
Public-speaker. The Charmer may use any instrument to play a song. If there are characters that are charmed, the Charmer may roll 5d8. The result is how many Hit points of characters that it can affect. Any affected character must roll a DC 13 Charisma Saving throw. If any fail the saving throw, the Charmer may cast Suggestion on them without expending any spell slots
Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 2 ft., 1 target. Hit: 2 (1d4 - 1) bludgeoning damage.
Dagger. Melee Weapon attack: +2 to hit, reach 2 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Shortsword. Melee weapoon attack: +1 to hit, reach 4ft., 1 target. Hit: 3 (1d8 - 1) piercing damage.
Dagger. Ranged Weapon Attack: +2 to hit, range 20/60 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Desperate shout: If the Charmer is hit by a melee attack, they may use their reaction to cast Command without expending a spell slot.
Description
Travellers and adventurers often fall prey to the advances of the Charmer. The Charmer has practiced its magic to the point where it needs no focus, only its hands or voice to cast spells. Charmers typically carry two daggers, a shortsword, and a small instrument. Changing form to appeal to the creature before it, and usually with a promising, cheeky personality, the Charmer has evolved to convince many creatures that it means no harm, and should an adventurer happen across one, this may be the case. The Charmer will approach slowly, and seem to attempt to avoid combat. However, the Charmer won’t waste time on creatures that don’t serve to benefit it, always having a motive. Will that motive be to murder adventurers in their sleep for food? Will it be to aid procreation? Or perhaps the Charmer will join your party for some, more mysterious motivation? Caution should be exercised with these monsters.
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