Armor Class: 16 (Scale mail)

Hit Points: 130 (20d8 +40)

Speed: 30ft (9m / 6 sqr)

Proficiency: +3


STR

13 (+1)

DEX

14 (+2)

CON

14 (+2)

INT

10 (+0)

WIS

9 (-1)

CHA

15 (+2)


Skills: Stealth +5 Acrobatics +5 Performance +5 Intimidation +5

Challenge: 3 (700 XP)


Racial Features

Ability Modifiers: +2 Dex, +1 Wis

Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training: You gain proficiency in two skills (randomly choosen from Acrobatics, Deception, Stealth or Sleight of Hand)

Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages: You can read and write Common and Auran, but you can speak only by using your Mimicry trait.


Special Abilities

Aura of courage: Whenever an allied creature within 10 feet of the warchanter must make a saving throw, the creature gains a bonus to the saving throw equal to half of warchanter Charisma modifier (with a minimum bonus of +1). The warchanter must be conscious to grant this bonus.
Warcries: The warchanter abilities use a pool of points called Warcries. The warchanter got a number of points equal to it's Charisma modifier (with a minimum bonus of 1 point). He regains them after a long rest.
Inspire Toughness: As a bonus action and by spending one of it warcries the warchanter can grant an allied creature a total of temporary hit points equals 1d6 + CHA. They last for one minute.
Fervor: As a bonus action and by spending one of it warcries the warchanter can grant an allied creature one of two bonuses. The allied should spent its reaction and do an melee weapon attack or he can move its speed immediately.
Beware!: As a reaction and by spending one of its warcries the warchanter can grant an allied creature a bonus to its AC equal to warchanter Charisma modifier, this can be done when the creature receives an attack.

Actions

Multiattack. The Warchanter makes four weapon melee attacks or four ranged attacks.

Club and Drum. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d4 +1 ) bludgeoning damage.

Properties: Light, The warchanter holds a drum in one hand and a drumstick (club) on the other.,

NPC Options



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