Large Humanoid, Lawful Neutral
Armor Class 11 None
Hit Points 70 (10d10 + 20)
Speed 40 ft.
STR
11 (+0)
DEX
11 (+0)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +7, WIS +6
Skills Arcana +7, Insight +6
Senses Passive Perception 16
Languages Common and their own language.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Collective Telepathy.  if a member of the race is harmed, all other arcane will know about it and refuse to do business with the transgressors until amends have been made.

Innate Spellcasting. The arcane’s innate spellcasting ability is Intelligence (spell save 17, +6 to hit with spell attacks). The arcane can innately cast the following spells, requiring no material components:

3/day each: dimension door, invisibility

 

Actions

+1 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands

Use Magic Item. As an action, the arcane may make use of any magic items they have on them. This can include Superior Healing Potions, Magic Wands and Wondrous Items at the Dungeon Master's discretion. Keeping in mind that the arcane will prefer to negotiate rather than continue to fight, if at all possible, and will attempt to flee a fight at the first opportunity, seeking revenge later, when no longer in immediate danger.

 

Description

The Arcane, also known as the Mercane, are 12 ft (3.65 m) tall and slender blue-skinned giants with long, delicate fingers with one extra joint in each finger, some also have five fingers and a thumb on each hand. They have dark eyes set deep under a protruding brow and a double-domed skull, full lips and a narrow, lantern jaw. They normally wear fine robes but some may wear armor, a purely personal choice. Though large, they are not powerfully built and tend to avoid combat at all costs. Very cautious when encountering new races, they interact through hired proxies and will hire an entourage of adventurers to protect them. The arcane are a race of merchants, found wherever there is potential for trade in magic items. They are strictly neutral in their dealings with all races, and they will do business with anyone, never taking sides and often selling to both. The Arcanes almost never travel via spelljamming vessels, yet are found on any world where there is more of an interest in space travel than travel by use of planar portals. They manufacture and sell Helms and other spelljamming technology, setting the base price across the very large territory in which they can be found. Few know how they do travel from one location to another, or how they just seem to know and arrive when their wares are sought after. Usually operating alone, they do gather together for negotiations with and outfitting new civilizations and major purchase orders. They do not often deal with Illithids, Beholders or Neogi as none of those races make use of the arcane helms. At the first sight of a fight, the Arcane will attempt to turn invisible and Dimension Door to a safe exit, they will abandon their entourage without a second thought, and if they absolutely have to fight, they will use magical items, all the while trying to negotiate a deal to cease the violence.

TheMightyGluestick

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