Monster
Edgin Darvis
Outside your table’s allowed sources
Official reference · HAT-TG · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 14 (leather armor)
- Hit points
- 110 (17d8 + 34)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Chaotic Good
- Strength
- 14
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 14
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 13
- Saving Throws
- dex: +6; cha: +7
- Skills
- deception: +7; performance: +10; persuasion: +10; sleight of hand: +6
- Languages
- Common
Actions
Multiattack
Edgin makes two Reinforced Lute or Shortsword attacks.
Reinforced Lute
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 11 (2d10) thunder damage.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) thunder damage.
Disorienting Words
Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn.
Reactions
Inspiring Words (3/Day)
When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a d8 and add the number rolled to the total, potentially turning the failure into a success.
Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
1/day: suggestion
3/day each: charm person, disguise self