| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 16 | +3 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +3 |
| WIS | 10 | +0 | +0 |
| CHA | 15 | +2 | +2 |
Fey Ancestry. Advantage on saving throws against being charmed; immune to magical sleep.
Sneak Attack (1/turn). Deals an extra 1d6 damage when he hits with a finesse or ranged weapon and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Cunning Action. Bonus action: Dash, Disengage, or Hide.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Charismatic, quick-witted, and loves a good haggle. Tells tall tales but is fiercely loyal to his crew. He believes “a fair price builds empires” but will absolutely scam a pompous noble without losing sleep.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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