Small Humanoid, Lawful Neutral
Armor Class 18 Patchwork Merchant Coat
Hit Points 187 (22d6 + 110)
Speed 25 ft.
STR
10 (+0)
DEX
18 (+4)
CON
20 (+5)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +19, INT +23, WIS +19, CHA +21
Skills Deception +11, History +18, Insight +16, Investigation +18, Perception +10, Persuasion +11, Sleight of Hand +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Passive Perception 20
Languages Celestial, Common, Deep Speech, Dwarvish, Elvish, Giant, Infernal, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Merchant of Stories. Brindle always knows the historical significance of any non-artifact object he can see within 60 feet. The DM may provide brief information about an item's origin, previous owner, or notable events associated with it.

Perfect Appraisal. As a bonus action, Brindle can assess a creature or object he can see within 60 feet. He immediately learns one of the following: current hit points, Armor Class, highest ability score, lowest saving throw, or rarity (for magical items).

Pocket Emporium. Brindle's coat contains extradimensional storage. As a bonus action, he can produce any mundane item worth 100 gp or less that could reasonably fit inside a backpack.

Nothing Is Truly Lost. Brindle has advantage on all Intelligence checks and cannot be surprised.

Experienced Negotiator. Creatures have disadvantage on Charisma (Deception) checks made against Brindle.

Innkeeper's Agreement. While inside the Sandstone & Water, Brindle cannot be unwillingly teleported, banished, or moved to another plane.

Actions

Multiattack. Brindle makes three Curio Launcher attacks.

Curio Launcher. Ranged Weapon Attack: +10 to hit, range 90/360 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) psychic damage.

Priceless Observation (Recharge 5-6). Brindle identifies a weakness in a creature he can see within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or become exposed until the end of Brindle's next turn. The next attack against the target has advantage and deals an additional 27 (6d8) damage.

Acquire Assets (Recharge 6). Brindle targets one non-artifact object within 60 feet that is not being worn or carried. The object instantly appears in one of his coat pockets.

Bonus Actions

Merchant's Escape. Brindle magically teleports up to 30 feet to an unoccupied space he can see.

Counteroffer. Brindle targets a creature within 60 feet that has advantage on an attack roll, saving throw, or ability check. The creature must succeed on a DC 19 Charisma saving throw or lose that advantage.

Reactions

That Seems Excessive. When Brindle is hit by an attack, he reduces the damage by 25.

Limited-Time Opportunity. When a creature within 30 feet misses Brindle with an attack, Brindle may immediately make one Curio Launcher attack against that creature.

Legendary Actions

Brindle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.

Move Merchandise. Brindle moves up to half his speed without provoking opportunity attacks.

Quick Appraisal. Brindle uses Perfect Appraisal.

Unexpected Inventory (Costs 2 Actions). Brindle produces an alchemical trinket from his coat. One creature within 60 feet must succeed on a DC 19 Dexterity saving throw or take 14 (4d6) force damage and have its speed reduced by 10 feet until the end of its next turn.

Best Available Offer (Costs 3 Actions). Brindle forces a creature within 60 feet to make a DC 19 Wisdom saving throw. On a failure, the creature is charmed until the end of its next turn and must use its reaction, if available, to move up to its speed toward Brindle.

Description

A single Brindle is rarely encountered without the other, but even alone he remains an unnervingly capable merchant, broker, historian, appraiser, and collector of curiosities. He is not a warrior in the conventional sense. Instead, he defeats opponents by understanding exactly what they value, where they are vulnerable, and what tools he happens to have hidden somewhere within his endless coat.

Most creatures walk into negotiations believing they are dealing with a merchant.

Most leave realizing they were being evaluated the entire time.

Brindle & Brindle possess an uncanny understanding of The Harrow's original cargo manifests, crew records, and contract ledgers.

Neither can explain exactly how they acquired this knowledge.

They frequently reference shipments, inventories, and transactions that predate recorded Athasian history.

Most listeners assume they are joking. They are not.

Brindle & Brindle know that the Furnace Heart was not part of The Harrow's original construction. It was installed after the vessel entered service and was considered extraordinarily valuable even among infernal powers. They also know the vessel carried something far more important than the prisoner who became the Embrace. Neither Brindle can remember what that cargo was. This fact greatly irritates them.

Master_of_Nothing

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