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Master Bard

Medium humanoid (any race), any alignment

Armor Class 18 (studded leather)
Hit Points 195 (26d8 + 78)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 17 (+3) 15 (+2) 14 (+2) 23 (+6)

Saving Throws Dexterity +11, Constitution +8, Charisma +11
Skills Acrobatics +11, Arcana +7, Perception +7, Performance +16
Condition Immunities deafened
Senses passive Perception 17
Languages any three languages
Challenge 16 (15,000 XP)

Special Traits

Actions

  • Multiattack. The master bard makes two Bow Strike attacks or two Prestissimo attacks.
  • Bow Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 21 (6d6) force damage.
  • Prestissimo. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 31 (7d8) psychic damage.
  • Adagio (recharge 6). The master bard launches a slow, expressive refrain at one target within 30 feet. The target regains 18 (4d8) hit points and is cured of the charmed, deafened, and frightened conditions.

Reactions

  • Discordant Note. When a spell with a verbal component is cast within 30 feet of the master bard, the master bard unleashes a single, unnerving note to counter the spell. This works like the counterspell spell with a +6 spellcasting ability check.

Legendary Actions

The master bard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The master bard regains spent legendary actions at the start of its turn.

  • Cantrip. The master bard casts one cantrip.
  • Move. The master bard moves up to its speed without provoking opportunity attacks.
  • Jubilant Aria (costs 2 actions). The master bard sings a joyful tune. Each of the master bard’s allies within 15 feet of it that can hear it has advantage on its next attack roll, saving throw, or ability check.
  • Melancholic Aria (costs 2 actions). The master bard sings a solemn melody. Each creature of the master bard’s choice within 30 feet of it that can hear it must make a DC 19 Charisma saving throw. On a failure, a creature takes 14 (4d6) psychic damage and falls prone as it weeps with overwhelming despair. On a success, a creature takes half the damage and doesn’t fall prone.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene