====== Drunken Noble ======
{| style="background:white; border-color:white; width:800px;"
| *Medium Human*\\
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* **Armor Class** 15 (breastplate)\\
* **Hit Points** 9 (2d8)\\
* **Speed** 30 ft. 1/2 while drunk.\\
| STR | DEX | CON | INT | WIS | CHA |
| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
* **Skills** Deception +5, Insight +4, Persuasion +5\\
* **Senses** passive Perception 12\\
* **Languages** any two languages\\
* **Challenge** 1/8 (25 XP)\\
**Gear** The Drunken Noble is carrying nothing of value. It seems he was already robbled blind earlier.\\
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=== Condition ===\\
**Inebriated.** All d20 tests are at disadvantage. Attacks against the Drunken Noble grant Advantage.\\
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=== Actions ===\\
**Tipsy Dagger**. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.\\
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=== Reactions ===\\
**Drunken Panic!** When attacked or frightened the drunken Noble moves 30' in a random direction. Impact with any object, obstruction, or change in altitude will result in appropriate damage and end movement. \\
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**"Waitaminute, sonny boy!"** *Trigger:* If quoted any regulation or protocol within earshot, for one round the Drunken Noble will shake-off the Inebriated effects to address any legal or logical fallacies in the cited ordinance. *Effect:* Drunken Noble gains a free action and one temporary HP (ignore Inebriated condition.)\\
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**Parry**. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.\\
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**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.\\
| align="center" | {{:drunken_noble.png?300|Drunken Noble}}\\ ''Drunken Noble'' ||
|}
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Source: [Modified] 5.1 SRD (D&D 2014) - Available under the Open Game License