NPC, Merchant Captain

Family: NPC

Medium humanoid (any), any

Armor Class 15 (studded leather)
Hit Points 104 (19d8 + 19)
Speed 30 ft.

9 (–1) 16 (+3) 13 (+1) 14 (+2) 13 (+1) 18 (+4)

Saving Throws Dex +6, Cha +7
Skills Deception +7, Perception +4, Performance +7, Persuasion +7, Sleight of Hand +6
Senses passive Perception 14
Languages Common plus any two languages
Challenge 6 (5,900 XP)
Proficiency Bonus +3


  • Multiattack. The merchant captain uses Fast Talk. It then makes three Rapier or Quip attacks. It can replace one attack with a use of Spellcasting.


Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. While often dismissed as glib-tongued shysters, merchant captains come from many walks of life and are just as likely to be scrupulously honest merchants as they are to be silver-tongued devils. When merchant captains retire from active travel, some they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

This is not the complete section 15 entry - see the full license for this page