Monster
Bard
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (chain shirt)
- Hit points
- 44 (8d8 + 8)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Any alignment
- Strength
- 11
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 10
- Wisdom
- 13
- Charisma
- 14
- Passive Perception
- 15
- Saving Throws
- dex: +4; wis: +3
- Skills
- acrobatics: +4; perception: +5; performance: +6
- Languages
- any two languages
Actions
Multiattack
The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6)
Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed.
Bonus actions
Taunt (2/Day)
The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, mage hand, prestidigitation
1/day each: charm person, invisibility, sleep