Medium Humanoid (Any Race, Elf), Any Alignment
Armor Class 11 (Natural armor)
Hit Points 23 (4d10 + 6)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +4, CON +4
Skills Acrobatics +3, Perception +2, Survival +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The bartender has advantage on an attack roll against a creature if at least one of its allies (regular customers) is within 5 feet of the creature and the ally isn't incapacitated.

Second Wind. Once per short rest, he can use a bonus action to regain 1d10 + 4 HP.
Action Surge. He can take one additional action on his turn. This can be used 1 times per short rest.
Actions

The bartender makes one melee attack.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 4) bludgeoning damage.

Unarmed attack. melee attack: +4 to hit, reach 5 ft, one creature. Hit: 3 bludgeoning damage. 

Reactions

Advantage against being charmed

Cannot be put to sleep by magical means.

Description

Batts is an easy going fellow, whose rough looks are belied by a quiet humor and willingness to lend an ear to customers having problems. He keeps a mace hidden under the cash drawer for use in quelling disturbances. 

Monster Tags: NPC

Habitat: Urban

Donthitanybody

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