Hedge Bard

Small Humanoid (Hedge), Any Alignment

Armor Class

16 (natural armor)

Hit Points

36 (8d6 + 8)

Speed

walk 25 ft., burrow 15 ft.

Saves

dex +4, cha +5

Skills

Acrobatics +4, Perception +5, Performance +7

Languages

Birdfolk, Hedge, can also speak with beasts of any size which represent spiders, insects, worms, or other bugs

Challenge

2

Proficiency Bonus

+2

Spellcasting

The bard is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They have the following bard spells prepared: • Cantrips (at will): gust barrier, prestidigitation, vicious mockery • 1st level (4 slots): charm person, healing word, tasha's hideous laughter, thunderwave • 2nd level (3 slots): invisibility, shatter, suggestion

Taunt (2/Day)

The bard can use a bonus action on their turn to target one creature within 30 feet of them. If the target can hear the bard, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn

Actions

Multiattack

The bard makes two weapon attacks, one with their rapier and one with their dagger.

Rapier

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dagger

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Curl Up

The bard curls up into a spiny ball. While curled up in this way they cannot move, attack, or cast spells with somatic components, and their base armor class becomes 19. Any creature that misses the hedge bard with a melee attack while they are curled up takes 2d4 points of piercing damage from their sharp quills. If a creature hits the bard while they are curled up, however, the bard is knocked prone in their space at the end of the turn. The bard may uncurl themselves at any point during their turn.