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Faerl

Medium humanoid (elf), Neutral Evil

Armor Class 15 ({@item breastplate|PHB})

Hit Points 9 (2d8)

Speed 30 ft.

STR 11 (+0)
DEX 12 (+1)
CON 11 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5

Senses passive Perception 12

Languages Common, Elvish

Challenge 1/8

Fey Ancestry. Faerl has advantage on saving throws against being charmed, and magic can't put him to sleep.

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. Faerl adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.

Source

CM, p. 104