Mercane
Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 37
- Size
- Large
- Type
- giant
- Alignment
- typically lawful neutral
- AC
- 13 (mage armor)
- Hit Points
- 75 (10d10+20)
- Speed
- walk 30 ft.
- Saving Throws
- wis +6, cha +5, int +7
- Skills
- persuasion +5, insight +9, perception +6
- Passive Perception
- 16
- Languages
- Common, Giant, telepathy 60 ft. (see also Mercane telepathy)
- Challenge
- 5
Traits
Proficiency Bonus
+3
Mercane Telepathy
The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.
Actions
Spellcasting (Psionics)
The mercane casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
- At will: detect magic, light
- 1/day each: dimension door, invisibility, mage armor (self only)
Multiattack
The mercane makes three Psi-Imbued Blade attacks.
Psi-Imbued Blade
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and if the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened of the mercane until the end of the target's next turn.
Spells
detect magic, light, dimension door, invisibility, mage armor
Spell Slots
Other data
description
Mercanes are merchants who trade primarily in magic items and advanced technology, including artifacts and spelljamming helms. These 12-foot tall, lanky, blue giants dress in elegant robes and have elongated heads and long, spindly fingers. They use spelljamming ships to cross the Astral Sea and travel from world to world within Wildspace systems, where they conduct most of their business. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied by underlings or bodyguards.
Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a special form of telepathy that enables them to communicate with one another across the multiverse. A mercane often uses this ability to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible.