Muaman Negotiator (5e Creature)
From D&D Wiki
Medium monstrosity, lawful evil
Saving Throws Cha +7
Innate Spellcasting. The muaman's spellcasting ability is Charisma (spell save DC 15). The muaman can innately cast the following spells, requiring no material components:
Toxic Weapons. The muaman deals an extra 4 (1d8) poison damage when it hits with a weapon attack (included in the attack).
Tricky. The AC of the muaman includes its Charisma bonus.
Multiattack. The muaman can use its Inspire Greed if it can. It then makes two melee attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, plus 4 (1d8) poison damage.
Inspire Greed (Recharge 6). The muaman can magically force every creature of its choice within 60 feet of it to make a DC 15 Charisma saving throw. Creatures immune to being charmed automatically succeed on the save. On a failure, an affected creature must use all its movement on its next turn taking the quickest direct path towards the most valuable item it can see, avoiding any obvious threats. If a creature's saving throw is successful, the creature is immune to the muaman's Inspire Greed for the next 24 hours.
Muaman negotiators are the favoured of Muama, and while while very skilled at the art of diplomacy, they are also skilled with magic and deception, and they have earned the right to wield greataxes, like the mighty weapon of Muama himself. They can inspire intense avarice with just a wave of their hands, a power granted to them by their master. They command and teach lesser muamans in the ways of swindling, and their servants know that if they work hard, then one day they will earn the right to wield the mighty axe of a negotiator, joining the ranks of the muaman elite. Muamans never defy a negotiator, and they work even without the promise of coin.