Snake Oil Salesman (5e Creature)

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Snake Oil Salesman[edit]

Medium humanoid (any race, shapechanger), lawful evil


Armor Class 18 (plot armor)
Hit Points 115 (21d8 + 21)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 23 (+6)

Saving Throws Dex +7, Wis +5, Cha +9
Skills Acrobatics +7, Deception +9, Intimidation +9, Performance +9, Persuasion +9
Proficiency Bonus +3
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses passive Perception 12
Languages any two languages
Challenge 7 (2,900 XP)


Rules lawyer. Rules are always interpreted in the Snake Oil Salesman's favour

Silver tongue. Before combat starts the Snake Oil Salesman targets one humanoid that can hear it. The target must contest its Wisdom (Insight) check against the Snake Oil Salesman's Charisma (Persuasion) check. If the Snake Oil Salesman wins, the target does not take part in the combat. The target automatically wins if it is immune to being charmed.

Ooh pretty. The Snake Oil Salesman has one Legendary wondrous item equipped.

Limited Spell immunity. The Snake Oil Salesman is immune to the effects of grease spell.

Innate spellcasting. The Snake Oil Salesman's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: misty step
3/day each: counterspell, grease, wall of stone
1/day: synaptic static

Shapechanger. The Snake Oil Salesman can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Slippery (3/Day). If the Snake Oil Salesman loses a Dexterity (Acrobatics) contest or fails a Dexterity saving throw, it can choose to succeed instead.

Snake Oil. When the Snake Oil Salesman has less than 100 hit points (but more than 0), it regains 10 hit points at the start of each turn.

ACTIONS

Multiattack. The Snake Oil Salesman makes two Tongue lash attacks or makes one Tongue lash attack, and one Snake throw attack.

Tongue lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. Tongue lash attacks are magical. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the Snake Oil Salesman's next turn.

Snake throw. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. The Snake Oil Salesman throws a poisonous snake. The target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Words of Power. The Snake Oil Salesman utters three of the following magical words at random (reroll duplicates), choosing one to three humanoids within 120 ft. that can hear it:
1. Word of Charm. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the Snake Oil Salesman for 1 hour, or until the Snake Oil Salesman harms the creature.
2. Word of Fear. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the target succeeds the saving throw it becomes immune to Word of Fear for the next 24 hours
3. Word of Sleep. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.
4. Word of Pain. The targeted creature must make a DC 17 Wisdom saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one.
5. Word of Confusion. The targeted creature must succeed on a DC 17 Wisdom saving throw or suffer effects of Confusion spell.
6. Word of Sale. The targeted creature must succeed on a DC 17 Wisdom saving throw or be compelled to buy a bottle of Snake Oil from the Snake Oil Salesman. The affected creature must use all of its movement to move in the direction of the Snake Oil Salesman. Once the creature is within the melee range of the Snake Oil Salesman it must spend one action to exchange one piece of equipment (DM's choice) for one bottle of Snake Oil. Until the exchange is completed the creature can't attack the Snake Oil Salesman in any way. If the creature chooses to consume the Snake Oil roll d6 to determine Snake Oil effects:
1-3 : Target regains 8d4 + 8 hit points
4 : Target loses 8d4 + 8 hit points
5-6 : Snake Oil explodes. The target takes 5d6 fire damage and the target and each creature within 15 foot radius is pushed back 10 ft.


When a normal merchant is consumed by his greed he is transformed into a Snake Oil Salesman.
Driven by lust for money, Snake Oil Salesmen roam the realm in his brightly colored wagon selling Snake Oil.
Snake Oil Salesmen are usually found in marketplaces. Whenever the central market is open you are bound to find a Snake Oil Salesman somewhere nearby.

Master salesman. A Snake oil salesman has perfected the art of smooth talking. Can and did sell sand to desert dwellers. And charmed birds off trees. Literally.

Hired muscle. Sometimes talking just does not work. Snake oil salesmen know this and hire guards to protect themselves and their wares.

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