Drunken Noble
Medium Human
| 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.
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Drunken Noble |
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Source: [Modified] 5.1 SRD (D&D 2014) - Available under the Open Game License