Courtier

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Courtier

Monster Level: 2
Medium. Humanoid
STR DEX END AWR INT CHA
0 2 0 1 2 2
Ref: 13 Fort: 10 Ant: 11 Log: 12 Will: 12
Armor Rating 11 (leather armor) Traits Steel Mind
Hit Points 18
Speed 30 ft
Skills (AWR) Eavesdropping +4, Intuiting +4; (INT) Economics +4, History +2, Law +4, Military +2; (CHA) Deceiving +4, Intimidating +4, Leadership +4, Persuading +6
Features
Political Skill. The Courtier has +6 in politics of the relevant region.

Arrangement (1/Week). The Courtier can secure an audience with any NPC that has 4 or fewer professional ranks in the aristocrat, mercantile or military occupations. There may be up to a 4 hour delay between the arrangements being made and the meeting being held.

Actions

The Courtier can MOVE and take ONE of the following actions.

Move. The Courtier can move up to its speed.

Rapier. Reach 5 ft One-Handed Weapon. +2 vs AR. Hit: 6 (1d8+2) sharp. Order. The Courtier casts the Commandment divine spell using CHA. This does not count as magical.

Riposte. The Courtier assumes a stance that allows it to Exploit if circumstances permit.

Reactions
Exploit (1/Round). If the Courtier used Riposte on its last turn, then it can Exploit.