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Caravan Master

Original

Medium humanoid (any race), any alignment

Has walked the trade roads for twenty years and buried more partners than they care to count. Always hiring guards, rarely paying enough.

Armor Class 15 (armor)

Hit Points 52 (8d8+16)

Speed 30 ft.

STR
15
+2
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
14
+2

Skills Animal Handling +4, Perception +4, Persuasion +4, Survival +4

Senses passive perception 14

Languages any two languages

Challenge 2 (450 XP)

Proficiency Bonus +2

Road-Wise. While traveling with its caravan, the caravan master can't be surprised and has advantage on Wisdom (Survival) checks to avoid getting lost.

Actions

Multiattack. The caravan master makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Rally the Caravan (Recharges after a Short or Long Rest). Up to three allies within 30 feet of the caravan master that can hear it each gain 5 temporary hit points and can use their reaction to move up to half their speed without provoking opportunity attacks.

Reactions

Parry. The caravan master adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.

Wares

ItemPrice
Riding horse75 gp
Draft horse50 gp
Pony30 gp
Mule8 gp
Saddle, riding10 gp
Feed (per day)5 cp
Cart15 gp
Wagon35 gp
Silk (1 sq. yd.)10 gp
Pepper (1 lb.)2 gp
Saffron (1 lb.)15 gp
Caravan escortPaid to each guard, not sold2 gp/day

Original creature of The Dragon's Lantern.