Medium humanoid, chaotic good
- Armor Class
- 14 (leather armor)
- Hit Points
- 110 (17d8 + 34)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Cha +7, Dex +6
- Skills
- Deception +7, Persuasion +10, Performance +10, Sleight of hand +6
- Senses
- passive Perception 13
- Languages
- Common
Actions
Edgin makes two Reinforced Lute or Shortsword attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 11 (2d10) thunder damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) thunder damage.
Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn.
Reactions
When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a d8 and add the number rolled to the total, potentially turning the failure into a success.
Spellcasting
Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):