Medium Humanoid (Half-Elf), Neutral
Armor Class 14 Glamour Studded Leather
Hit Points 11 (2d8 + 1)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Insight +4, Perception +4, Persuasion +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Elvish
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

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

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Description

Alan Alyth, the tavern’s current owner and proprietor, is a neutral half-elf noble with darkvision out to a range of 60 feet. Alan recently turned seventy-five years old and has run the establishment for decades. His elven blood through his half-elf mother has kept him alive this long, and keeps him looking better than most full-blooded humans his age. He runs a moneylending business on the side, offering loans to customers he trusts. He rarely gives loans to adventurers, knowing how flighty they can be, but he might offer them a free glass of elverquisst wine if he thinks it’ll keep their swords sheathed (see the “Taverns in Baldur’s Gate” sidebar).

Alan Alyth tends bar while two young men (human commoners) named Falten and Yimiur take orders, deliver drinks and food to tables, and joke with the clientele. Flanking the entrance are two bouncers: a suit of animated armor called Klank and a gruff female half-ogre named Skoona. Both are here to protect the other staff members, not the patrons, and won’t break up a fight unless a staff member is involved.

Well-armed patrons (commoners and thugs mostly) huddle around tables in the main room and in private booths. Three padded chairs are angled toward a fireplace on the east wall, underneath the creaky wooden staircase that climbs to the second floor. Some drunk is usually passed out on the couch against the north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on).

 Alan’s Bedroom

Alan carries a master key that unlocks the door to his private bedroom. Picking the lock requires thieves’ tools and a successful DC 15 Dexterity check.

Alan’s room contains a bed with an ornate iron frame, a claw-footed chest, a night table, and a wardrobe. Splayed out on the floor in front of the wardrobe is a rug of smothering that attacks anyone other than Alan who steps on it or opens the chest.

Treasure. The chest’s interior is divided into three equal-sized compartments containing 91 gp, 176 sp, and 288 cp, respectively. Alan uses this money to pay his staff and maintain the tavern.




Lair and Lair Actions

Monster Tags: NPC

Habitat: Urban

Addius

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