Arrant Quill

Candlekeep Mysteries p. 157

Size
Medium
Type
humanoid (human)
AC
14
Hit Points
135 (18d8+54)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +6, Cha +9
Skills
Arcana +11, Deception +9, History +7, Performance +13
Passive Perception
12
Languages
Common, Draconic, Elvish, Undercommon
Challenge
11
STR
10
+0
DEX
18
+4
CON
16
+3
INT
16
+3
WIS
15
+2
CHA
20
+5

Traits

Proficiency Bonus

+4

Actions

Multiattack

Quill makes two attacks with his dagger and uses Supreme Mockery.

Dagger

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Quill's Fable (Recharge 6)

Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that can hear Quill's magical fable must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.

recharge

D6

Spellcasting

Quill casts one of the following spells using Charisma as the spellcasting ability (save DC 17) :

  • At will: light, mage hand, prestidigitation
  • 3/day each: detect magic, dispel magic.faerie fire, hold monster
  • 1/day each: mind blank, teleport

Supreme Mockery

Quill hurls a string of insults laced with enchantments at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Spells

light, mage hand, prestidigitation, detect magic, dispel magic.faerie fire, hold monster, mind blank, teleport

Other data

description