Spellcasting. The merry man is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, minor illusion, vicious mockery
1st level (4 slots): animal friendship, charm person, healing word, heroism, tasha's hideous laughter
2nd level (3 slots): calm emotions, suggestion
Beguiling Defenses. The merry man is immune to being charmed, and if a creature attempts to charm the merry man, it can immediately use its reaction to attempt to charm the creature. The creature must make a Wisdom saving throw against the merry man's spell save DC. On a failed save, the creature is charmed by the merry man for one minute or until the creature takes damage.
Evasion. If the merry man is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the merry man instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Reactive. The merry man can take one reaction on every turn in a combat.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80 ft./320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Heckle. The merry man insults a creature within 30 feet of it. That creature must make a DC 16 Wisdom saving throw. Creatures that are immune to being charmed have advantage on this save. On a failed save, the creature has disadvantage on all attack rolls against targets other than the merry man. This effect lasts for one minute or until the merry man is incapacitated.
Goofy Dance. The merry man doubles its speed and its movement no longer provokes attacks of opportunity. This effect ends at the start of the merry man's next turn.
Mock. When a creature misses an attack or fails a saving throw within 30 feet of the merry man, the merry man can cause that creature to take 3 (1d6) psychic damage as it makes fun of the creature.
Description
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. A merry man seeks not to steal or gain power, but to entertain the hearty adventurers that come across them with jokes and taunts.
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