Caravan Master
OriginalMedium 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
| Item | Price |
|---|---|
| Riding horse | 75 gp |
| Draft horse | 50 gp |
| Pony | 30 gp |
| Mule | 8 gp |
| Saddle, riding | 10 gp |
| Feed (per day) | 5 cp |
| Cart | 15 gp |
| Wagon | 35 gp |
| Silk (1 sq. yd.) | 10 gp |
| Pepper (1 lb.) | 2 gp |
| Saffron (1 lb.) | 15 gp |
| Caravan escortPaid to each guard, not sold | 2 gp/day |