Medium humanoid (bard), Chaotic Good
| Armor Class | 14 (leather armor) |
|---|---|
| Hit Points | 110 (17d8 + 34) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 16 (+3) | 18 (+4) |
| Saving Throws | Cha +7, Dex +6 |
|---|---|
| Skills | Deception +7, Performance +10, Persuasion +10, Sleight of hand +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 13 |
| Languages | Common |
| Challenge | 5 |
Edgin makes two Reinforced Lute or Shortsword attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 11 (2d10) thunder damage.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) thunder damage.
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.
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):
At will: friends, message
1/day: suggestion
3 each/day: charm person, disguise self