THE SHARED REFERENCE Adventurer

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.

Spellcasting

Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: friends, message

1/day: suggestion

3/day each: charm person, disguise self

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