Noble Prodigy

Medium or Small Humanoid, Neutral
Initiative +7 (17)
AC 16
HP 148 (27d8 + 27)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
8
-1
-1
Dex
16
+3
+7
Con
12
+1
+5

Int
15
+2
+2
Wis
14
+2
+6
Cha
19
+4
+8

Skills Perception +6, Persuasion +8
Senses Passive Perception 16
Languages Common plus two other languages
CR 10 (XP 5 900; PB +4)

Actions

Multiattack. The noble makes three Beguiling Strike attacks.

Beguiling Strike. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 18 (4d6 + 4) Psychic damage, and the target has the Charmed condition until the start of the noble's next turn.

Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: Mage Armor (included in AC), Mage Hand, Minor Illusion
1/day each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)

Reactions

Shield (2/Day). The noble casts Shield in response to that spell's trigger, using the same spellcasting ability as Spellcasting.

Nobles encompass a variety of people with social influence. They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite.
Noble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic might be a family secret.
Habitat: Any
Treasure: Individual
Monster Manual 2024

  1. DnD 5.5 Monsters › Noble Prodigy