THE SHARED REFERENCE Adventurer

Monster

Hanne Hallen

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
12, 15
Hit points
13 (3d8)
Speed
Walk 30 ft.
Challenge rating
1/4
Alignment
Neutral Evil
Strength
10
Dexterity
14
Constitution
10
Intelligence
17
Wisdom
11
Charisma
12
Passive Perception
12
Skills
perception: +2; stealth: +4; arcana: +5; investigation: +5
Senses
darkvision 120 ft.
Languages
Elvish, Undercommon, Common

Traits

Fey Ancestry

Hanne has advantage on saving throws against being charmed, and magic can't put Hanne to sleep.

Sunlight Sensitivity

While in sunlight, Hanne has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Innate Spellcasting

Hanne's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spellcasting

Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:

Spell slots: 0: spells: minor illusion, ray of frost; 1: slots: 4; spells: shield, mage armor

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