Lysander | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lysander

Medium Human, Traveling Minstrel , Chaotic Neutral

Armor Class 15
Hit Points 68 10d8+10
Speed: 30 ft

STR

10
( +0 )

DEX

16
( +3 )

CON

12
( +1 )

INT

16
( +3 )

WIS

18
( +4 )

CHA

22
( +6 )

Skills Acrobatics +7, Deception +10, Performance +10, Persuasion +10, Perception +8
Senses Passive Perception 18
Languages Common, Dwarvish, Celestial, Elvish, Sylvan, Halfling
Challenge Rating 5
Proficiency Bonus +4

Description

Lysander is a charismatic and talented bard, with an easy smile and a mischievous glint in his eye. He is of average height and build, with short brown hair and a neatly trimmed beard. His clothes are simple, but always clean and well-kept, suggesting a sense of pride and attention to detail.   When he performs, Lysander's natural charisma shines through, drawing people in with his enchanting melodies and stories. He plays his lute with a masterful touch, effortlessly shifting between tempos and styles to match the mood of his tales. His singing voice is clear and powerful, easily filling a room and leaving a lasting impression on his listeners.   But there is also a darker side to Lysander's performances. He is not above using his magic to manipulate his audience, weaving illusions and sounds that match his stories and further drawing them into his spell. Some of his tales are thinly veiled gossip and slander about the townsfolk, hinting at secrets and hidden agendas that leave the audience guessing and whispering long after the performance is over. And when he speaks of disquieting news from abroad, there is a sense of foreboding and unease that lingers in the air.
  Despite his dubious methods, Lysander is a beloved figure in the town, drawing crowds every afternoon and bringing a sense of excitement and entertainment to their daily lives. But beneath the surface, there is always a sense of mystery and danger to his performances, leaving some to wonder just how much truth there is to his tales and what he might be hiding behind his charming facade.

Ideals

Lysander believes the ultimate power is to control others, and he has taken this to an extreme, learning powerful enchantment magic, and manipulating others with his bardic magics.

Bonds

He is Loyal to Legato, and by proxy has been sent in service to the Marshal of Coosyork.

Flaws

Lysander believes his power has become absolute, and has grown cocky, and takes more risks then he honestly should.


Enthrall (At Will): Lysander targets one creature within 60 feet of him that can see and hear him. The target must make a Wisdom saving throw (DC 16) or become charmed by Lysander's performance for the next minute. While charmed in this way, the target is incapacitated and has a speed of 0.
  If the target takes damage, it can repeat the saving throw, ending the effect on a success. If Lysander or any of his allies attack the target, the effect also ends.
  Modify Memory (1/day): Lysander targets one creature within 30 feet of him that he can see. The target must make a Wisdom saving throw DC16. On a failed save, Lysander can modify up to 10 minutes of the target's memories. Lysander can either create a new memory or modify an existing one. The target believes the modified memory is real and behaves accordingly, although the target may become suspicious if the new memory contradicts other facts the target knows. The target can make another Wisdom saving throw after one hour to end the effect early. If the target succeeds, it realizes that its memory has been tampered with.
  Hold Person (2/day). Lysander can use his action to cast Hold Person (save DC 16) on a humanoid he can see within 60 feet of him. The target must succeed on a Wisdom saving throw or be paralyzed for the duration of the spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. The spell also ends if the target is ever outside the spell's range or if it has total cover from Lysander.   Dominate Person (3/day): Lysander targets one humanoid he can see within 60 feet of him. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by Lysander until the spell ends or Lysander or his allies do anything harmful to the target. Lysander can issue commands to the target while it is charmed in this way, and the target obeys the commands to the best of its ability. Each time Lysander or his allies do anything harmful to the target, the target can make a new Wisdom saving throw to end the effect. If the target's saving throw is successful, the effect ends for it.

Actions

Rapier. Melee Weapon Attack: 1d20+4 +4 to hit, reach 5 ft. One target.
Hit: +2 Piercing Damage.
  Vicious Mockery Ranged Spell: Wisdom Save DC16. Range 60 ft. One Target.
Hit: 1d4 Psychic Damage, and the target has disadvantage on the next attack roll it makes before the end of its next turn.   Sleep Ranged Spell: Put up to 22 hit points worth of creatures within a 20 ft radius to sleep. Creatures are affected in ascending order of their current hit points. He can spend multiple turns accumulating the hit points before releasing the spell. All targets must be able to hear and see him while he is using this abilitly to accumulate the hit point total.

Reactions

Parry: Lysander can use his reaction to add his proficiency bonus to his AC against one melee attack that would hit him.
  Riposte: If a creature misses Lysander with a melee attack, he can use his reaction to make a melee weapon attack against that creature.

Legendary Actions

Hypnotic Performance:
Lysander can spend 2 actions during his performances to use the tune and his words to hypnotise everyone within 30 ft who is not hostile to him. The targets must make a wisdom saving throw DC16 or become charmed by Lysander for 1 hour. While charmed, the target will attempt to protect Lysander to the best of its ability, using its actions to defending him if they can, even sacrificing itself if necessary to prevent his death.

They will be more enthralled with his performance, and more likely to believe what he says, giving him advantage on persuasion checks. Each time a creature fails the Wisdom Save the hours stack. Targets that are effected by the spell do not know they are effected by the spell when it wares off, and believe they made decisions of their own accord.


Created by

DerecLsteeL.

Statblock Type

NPC Sheet

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