Angara

CR 0 · Medium Humanoid (Human, Performer)

Angara

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
DEX14 +2
CON10 +0
INT11 +0
WIS12 +1
CHA14 +2

Defensive Resilience

SkillsAcrobatics +4, Performance +4, Sleight of Hand +4
Sensespassive Perception 11
LanguagesCommon

Lore

Arcane Scribe
In the lightless corners of high-society galas and the sawdust-strewn stages of traveling carnivals, one might find the Angara. These humans are not merely performers; they are vessels of a forgotten, kinetic grace that borders on the supernatural. Born from a lineage of nomadic acrobats who allegedly bartered their shadows to a fey prince for eternal poise, the Angara move with a fluid, uncanny silence that unnerves the common observer. They dwell in the vibrant liminality of the performing arts, often serving as the silent heartbeat of a city’s entertainment district, where they are prized by nobles for their stoic beauty and absolute discretion. Beneath the greasepaint and silk, however, the Angara harbor a grim purpose. Their movements are a coded language, a physical shorthand used to communicate secrets across crowded ballrooms without uttering a single word. It is whispered among the criminal underworld that an Angara’s performance is never random; a specific tumble or a lingering gaze can signal a high-stakes assassination or the arrival of contraband. A party of adventurers might be approached by a sweating troupe master, frantic because his star performer has stopped mid-routine to point a trembling finger at a disguised traitor in the king’s own court, refusing to move until justice is served.

Innate Traits

Mummer's Mask. The Angara has advantage on Charisma (Deception) checks made to hide their true identity while wearing a theatrical mask.

Nimble Escape. The Angara can take the Disengage action as a Bonus Action on each of its turns.

Actions

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.

Flourish. The Angara performs a distracting maneuver. One creature within 5 feet of the Angara must succeed on a DC 12 Wisdom saving throw or have disadvantage on the next attack roll it makes before the start of the Angara's next turn.