Hlam
Hlam CR: 16 (15,000 XP)
STR
11 +0
DEX
24 +7
CON
13 +1
INT
14 +2
WIS
21 +5
CHA
14 +2
Spellcasting. Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, spare the dying
- 1st level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
- 2nd level (3 slots): calm emotions, prayer of healing, silence
- 3rd level (2 slots): protection from energy, remove curse, sending
Actions
Multiattack. Hlam attacks three times using his unarmed strike, darts, or both. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 1d10 + 7 bludgeoning damage. If the target is a creature, Hlam can choose one of the following additional effects:
- The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Hlam’s choice).
- The target must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam’s next turn.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. If the damage is reduced to 0, Hlam catches the missile if it’s small enough to hold in one hand and he has a hand free. Slow Fall. Hlam reduces the bludgeoning damage he takes from a fall by 100.
Legendary Actions
Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hlam regains spent legendary actions at the start of his turn. Quick Step. Hlam moves up to his speed without provoking opportunity attacks. Unarmed Strike (Costs 2 Actions). Hlam makes one unarmed strike. Invisibility (Costs 3 Actions). Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell.
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