Hauris

Medium monstrosity (shapechanger, doppelganger), Neutral Evil

Armor Class

15 (studded leather)

Hit Points

71 (11d8 + 22)

Speed

walk 30 ft.

Saves

Dex +5, Cha +5

Skills

Deception +7, Insight +3, Intimidation +7, Persuasion +5, Sleight of Hand +7

Condition Immunities

charmed

Senses

darkvision 60 ft.

Languages

Common, Thieves' cant

Challenge

4

Shapechanger

Hauris 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.

Spellcasting

Hauris is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Hauris has the following bard spells prepared: • Cantrips (at will): message, minor illusion • 1st level (4 slots): cure wounds, heroism*, hideous laughter, illusory script • 2nd level (2 slots): invisibility, suggestion *Hauris casts these spells on itself before combat.

Ambusher

In the first round of a combat, Hauris has advantage on attack rolls against any creature it has surprised.

Battle Feint (Recharges after a Short or Long Rest)

As a bonus action, Hauris can attack with a feint, choosing one creature within 5 feet of it as the target. The target must attempt a DC 17 Wisdom (Insight) check. On a failed check, Hauris has advantage on its melee attack rolls against that creature and the creature has disadvantage on attack rolls until the start of Hauris' next turn.

Jack of All Trades

Hauris can add +1 to any ability checks he makes that doesn't already include his proficiency bonus.

Surprise Attack

If Hauris surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack

Hauris makes two melee attacks.

Slam

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Captivating Monologue (Recharges after a Short or Long Rest)

If Hauris talks to an audience for at least 1 minute, it can attempt to captivate them with style and colorful phrases. At the end of the performance, Hauris can choose 3 humanoids within 60 feet of it who watched and listened to the monologue. Each target must succeed on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target has disadvantage on all Wisdom (Insight) checks against Hauris. This effect ends on the target after 1 hour, if it takes any damage, if Hauris attacks it, or if it witnesses Hauris attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that Hauris tried to charm it.

Read Thoughts

Hauris magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Hauris can continue reading the target's thoughts, as long as its concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Hauris has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.