Carthasar

CR 0 · Medium Humanoid (Human, Performer)

Carthasar

Greyhawk Mummers

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12 (natural armor)

Hit Points

4 1d8

Speed

30 ft.

STR10 +0
DEX13 +1
CON10 +0
INT10 +0
WIS11 +0
CHA14 +2

Defensive Resilience

Saving Throwsnone
SkillsPerformance +4, Sleight of Hand +3
Damage Immunitiesnone
Resistancesnone

Condition Immunities: none

Sensespassive Perception 10
LanguagesCommon

Lore

Arcane Scribe
The Carthsars are not born to their station but claimed by it, wanderers who have shed their names to become vessels for the world's forgotten tragedies. Clad in tattered finery and porcelain masks that never change expression, these itinerant mummers haunt the dusty crossroads of the world. It is whispered that to become a Carthasar, one must whisper their true name into a hollow grave, trading their identity for the ability to channel the echoes of the past through dance and discordant song. A Carthasar never speaks, communicating only through the exaggerated gestures of their craft. They appear at the edge of town squares as the sun dips low, a somber omen that secrets are about to be unearthed. While they lack martial prowess, their power lies in the unsettling accuracy of their portrayals, often reenacting scenes of local murders or ancient betrayals that no living soul should know. Villagers often offer a Carthasar a silver piece to keep them moving, for a prolonged stay suggests a deep rot in the community. Adventurers might find themselves the subject of a play, watching as the masked performer mimics a private conversation held leagues away, or points a gloved finger toward a cellar where a body lies freshly buried. To follow a Carthasar is to chase the truth, though the truth rarely brings comfort to those who hear it.

Innate Traits

Greyhawk Mummer. The carthasar has Advantage on Charisma (Performance) checks made to mimic the voice or mannerisms of local nobility.

Dramatic Flourish. When the carthasar takes the Help action to assist an ally's Charisma check, the ally gains a +2 bonus to the roll in addition to Advantage.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Prop Toss. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 1 bludgeoning damage, and the target must succeed on a DC 10 Dexterity saving throw or be Blinded by colorful ribbons or confetti until the start of its next turn.