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Minstrel

Size
Medium
Type
Humanoid
Challenge Rating
2
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
15
Speeds
30
Walking Speed
30
Strength Score
10
Dexterity Score
16
Constitution Score
14
Intelligence Score
12
Wisdom Score
12
Charisma Score
16
Saving Throws
Dexterity, Charisma
Skill Proficiencies
Deception, Performance, Persuasion
Languages Ref
any three
Hit Points
32

Medium humanoid


Armor Class 15

Hit Points 32 (5d8+10)

Speed 30 ft.


STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)

Saving Throws Dex +5, Cha +5

Skills Deception +5, Performance +5, Persuasion +5

Senses passive Perception 11

Languages any three

Challenge 2 (450 XP)

Spellcasting. The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13
+5 to hit with spell attacks). They have the following bard spells prepared:
Cantrips (at will): light
mage hand
minor illusion
vicious mockery
1st-level (4 slots): charm person
disguise self
healing word
2nd-level (3 slots): enthrall
invisibility
shatter
3rd-level (2 slots): hypnotic pattern
major image

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Vicious Mockery (Cantrip; V). A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

Invisibility (2nd-Level; V, S, M, Concentration). The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.

Shatter (2nd-Level; V, S, M). An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone metal or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.

Hypnotic Pattern (3rd-Level; S, M, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Bonus Actions

Martial Encouragement. Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage.

Healing Word (1st-Level; V). The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.