Small/Medium humanoid, neutral
- Armor Class
- 14
- Hit Points
- 6 plus six times your Captain level (the minstrel has a number of Hit Dice [d8s] equal to your Captain level)
- Speed
- 30 ft.
- Proficiency Bonus
- equals your Proficiency Bonus
- Saving Throws
- Cha 3+PB, Dex 2+PB
- Skills
- Persuasion +5, Performance +5
- Senses
- passive Perception 10
- Languages
- Common plus one other language
Traits
Simple weapons; Light armor
Martial Excellence. The minstrel has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Dramatic Opening. During the first round of combat, the minstrel has Advantage on D20 Tests and attacks against it have Disadvantage.
Actions
Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. or range 20/60. Hit: 1d4 plus your Charisma modifier Piercing damage.
One creature within 60 feet of the minstrel that can see or hear it has Advantage on the next attack it makes before the start of the minstrel's next turn.
One creature that can hear the minstrel within 60 feet has Disadvantage on its next attack roll before the start of the minstrel's next turn.
Multiattack. The minstrel uses Encouraging Tune or Taunt twice in any combination. It can replace one of its uses with a Dagger attack. At Captain level 13, it uses Encouraging Tune or Taunt three times in any combination.
Bonus Actions
Psychic Strike. The minstrel deals an extra 1d8 Psychic damage on a hit.
Inspiring Song (1/Day). The minstrel gives Heroic Inspiration to each creature it chooses within a 30-foot Emanation originating from it.