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Traveling Merchant (Human Expert 7)


Traveling Merchant CR 5

XP 1,600
Human expert 7
N Medium humanoid
Init –1; Senses Perception +12

DEFENSE

AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
hp 31 (7d8)
Fort +2, Ref +1, Will +5

OFFENSE

Speed 30 ft.
Melee dagger +4 (1d4–1/19–20)
Ranged mwk light crossbow +5 (1d8/19–20)

STATISTICS

Str 8, Dex 9, Con 10, Int 14, Wis 11, Cha 14
Base Atk +5; CMB +4; CMD 13
Feats Alertness, Combat Expertise, Deceitful, Persuasive, Skill Focus (Profession [merchant])
Skills Appraise +12, Bluff +14, Diplomacy +12, Disguise +6, Handle Animal +10, Intimidate +4, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +3, Linguistics +12, Perception +12, Profession (merchant) +13, Ride +6, Sense Motive +12
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, Sylvan
Gear padded armor, dagger, masterwork light crossbow with 10 bolts, bag of holding type I, ring of sustenance, disguise kit, light horse, 302 gp of trade goods
Boon A traveling merchant can enable PCs to make a purchase or sale of items as if the community was one size larger than normal or allow them to accompany a caravan as guards or guests.