Merchant | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Merchant

Medium humanoid (any race), any
Armor Class 13 ( leather armor)
Hit Points 22 (4d10)
Speed 30ft

STR
11 0
DEX
15 +2
CON
11 0
INT
12 +1
WIS
14 +2
CHA
16 +3

Saving Throws Wis + 5, Cha + 6
Skills Persuasion + 6, Insight + 7,
Senses Passive perception 12,
Languages Common plus two
Challenge 2 ( 450 ) XP

The Merchant is a 5th level Spellcaster, the merchant's spellcasting ability is charisma. + 5 to hit with spell attacks, Spell save DC 14. it has the following merchant spells prepared.   cantrips (At will): mind silver (see actions below), friends, minor illusion   1st level (3 slots) Purify food and water, disguise self, comprehend languages, detect evil and good   2nd level (2 slots) Locate objects, detect thoughts, Invisibility


Merchants speak. The merchant can take a bonus action to make a creature within 30 feet of it that can hear and understand it must succeed on a DC 14 Wisdom saving throw or the merchant or an ally of it within 20 feet of it gain advantage on their next attack roll against it, additionally if the creature isn't hostile towards the merchant, the merchant gains advantage on (charisma) Deception and Persuasion checks and (wisdom) insight checks against it. This effect only affects humanoids aberrations and monstrosities that understand at least one of the merchants' languages. the merchant can't use this ability if it can't speak or is in a zone of silence. creatures that are immune to being charmed automatically succeed.   Improved attack. If the merchant hits with a ranged or melee weapon attack rolled with advantage deals an extra 4 (2d4) included in attacks.


Actions

Mulitiattack. The merchant makes two attacks with its short sword/hand crossbows or uses mind silver   Mind silver. The merchant forces one creature within 60 feet of it to make a DC 14 intelligence saving throw or take 2d6 psychic damage, and the first time it makes a saving throw before the end of the merchant's next turn, the creature must subtract a d4 from the saving throw.   Short sword. Melee weapon attack, + 5 to hit, reach 5 feet, one target, hit 5 (1d6 + 2) piercing damage plus 4 (2d4) if the attack roll had advantage.   Light crossbow. ranged weapon attack, + 5 to hit. range 30/60ft, one target, hit 5 (1d6 + 2) piercing damage plus 4 (2D4) if the attack roll had advantage.


 

Merchants are sellers and Buyers, they prefer markets to do their business, most of them learn a few spells to aid them in making gold.

Urban,


Created by

Noobie forger 01.

Statblock Type

Monster / Creature

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