AC 13 (padded leather or light defensive stance [see
Sartorial Defense
variant rule])
HP 39 (6d8+12;
bloodied
19)
Speed 25 ft.
Initiative Dex +1 (11), Insight +0 (10), Perception +0 (10)
Proficiency +2; Maneuver DC 11
Saving Throws Str +1, Dex +2, Con +1, Int –3, Wis +1, Cha +0
Skills Deception +4, Intimidation +4
Senses passive Perception 10
Languages Dwarvish, others vary
Close-Quarters Combat. Whenever an adjacent creature misses with an attack against the negotiator when they had disadvantage on their attack roll, the negotiator can use its reaction to make the attacker deal 2 (1d4) damage to itself, using its own weapon.
ACTIONS
Multiattack. The negotiator makes two attacks.
Dirty Fighting. He smashes your face and spits in your eyes. Melee Weapon Attack: +2 to hit; reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, and the target makes a DC 13 Constitution
saving throw
. If it fails, it’s blind until the start of the negotiator’s next turn.
Shotgun. Ranged Weapon Attack: +3 to hit; range 30/90 ft.; one target. Hit: 6 (1d10+1) piercing damage. Special: The weapon misfires on a natural 1. Reloading requires an action or bonus action. The weapon has scatter. If the attack has advantage and both rolls hit, it deals an extra 6 (1d10) damage. If it has disadvantage and hits with at least one, the graze still deals 2 (1d4) damage.
Fight Amongst Yourselves (Recharge 5–6). You hear a snarling voice in your ear that tells you to turn on your friend. The negotiator chooses a spot within 30 feet. Each enemy within 10 feet of that spot makes a Wisdom saving throw (DC 13). If it fails, it is goaded for one minute. While goaded, it has disadvantage on attack rolls except against its own allies. This effect ends immediately if it deals damage to an ally
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.