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Npc: Merchant Captain

Size
Medium
Type
Humanoid
Challenge Rating
6
Source
Tome of Beasts 3
Alignment
Any
Armor Class
15
Speeds
30
Walking Speed
30
Strength Score
9
Dexterity Score
16
Constitution Score
13
Intelligence Score
14
Wisdom Score
13
Charisma Score
18
Saving Throws
Dexterity, Charisma
Skill Proficiencies
Perception
Languages Ref
Common + any two languages
Hit Points
104

Medium humanoid, any alignment


Armor Class 15 (studded leather)

Hit Points 104 (19d8+19)

Speed 30 ft.


STR
9 (−1)
DEX
16 (+3)
CON
13 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
18 (+4)

Saving Throws Dex +6, Cha +7

Skills Perception +1

Senses passive Perception 14

Languages Common + any two languages

Challenge 6 (2,300 XP)

Actions

Multiattack. Uses Fast Talk then three Rapier or Quip attacks. It can replace one attack with use of Spellcasting.

Rapier. Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) piercing damage + 7 (2d6) poison.

Quip. Ranged Spell Attack: +7 to hit, 60 ft., one target, 14 (3d6+4) psychic.

Fast Talk. The merchant captain baffles a creature it can see within 30' of it with barrage of jargon quick speech and big words. The target must make DC 15 Cha save or have disadvantage on the next Wis save it makes before the end of the merchant captain's next turn.

Spellcasting. Cha (DC 15): At will: comprehend languages mage hand mending3/day ea: calm emotions enthrall heroism1/day ea: confusion freedom of movement

Reactions

Inspiration (4/Day). When a creature within 30' of the merchant captain fails an attack roll ability check or save the captain can force it to reroll the die. The target must use the new roll.

Stat block from Tome of Beasts 3 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 3. ©2022 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.