Drunken Noble

Medium Human

  • 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.

=== Condition ===
Inebriated. All d20 tests are at disadvantage. Attacks against the Drunken Noble grant Advantage.

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

=== 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.

“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.)

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.

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.

Drunken Noble
Drunken Noble


Source: [Modified] 5.1 SRD (D&D 2014) - Available under the Open Game License