Advisor

Creature 5
commonHumanHumanoid
Perception +14
Skills Deception +14, Diplomacy +14, Occultism +10, Performance +12, Society +12
CHA +5
CON -1
DEX +2
INT +3
STR +0
WIS +3

AC 21; Fort +8, Ref +11, Will +14
HP 60
Speed 25 feet

Trusted counselors of the court, advisors whisper words of guidance into the ears of those in power. Many nobles lean so heavily on their advisor's counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.


Melee Whip +11 (Disarm, Finesse, Nonlethal, Reach 10, Trip), Damage 1d4+4 Slashing
Melee Dagger +11 (Agile, Thrown 10, Versatile S), Damage 1d4+4 Piercing
Melee Fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 Bludgeoning

Occult Spontaneous Spells DC 22, attack +14
Command(Rank 1)
Daze(Rank 1)
Light(Rank 1)
Protection(Rank 1)
Shield(Rank 1)
Soothe(Rank 1)
Void Warp(Rank 1)
Augury(Rank 2)
Stupefy(Rank 2)
Mind Reading(Rank 3)
Bard Composition Spells DC 22, attack +14