THE SHARED REFERENCE Adventurer

Monster

Hlam

Outside your table’s allowed sources

Official reference · WDH · 2014

Creature type
Humanoid
Size
Medium
Armor class
22 (Unarmored Defense)
Hit points
137 (25d8 + 25)
Speed
Walk 60 ft.
Challenge rating
16
Alignment
Lawful Good
Strength
11
Dexterity
24
Constitution
13
Intelligence
14
Wisdom
21
Charisma
14
Passive Perception
15
Saving Throws
str: +5; dex: +12
Skills
athletics: +5; religion: +7
Languages
all spoken languages
Immunities
poison
Condition Immunities
charmed, frightened, poisoned, disease

Traits

Evasion

If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.

Magic Attacks

Hlam's unarmed strikes are magical.

Unarmored Defense

While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack

Hlam attacks three times using his unarmed strike, darts, or both.

Unarmed Strike

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning, magic 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.

Dart

Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.

Quivering Palm (Recharge 6)

Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10) necrotic damage.

Wholeness of Body (Recharges after a Long Rest)

Hlam regains 60 hit points.

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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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.

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:

Spell slots: 0: spells: guidance, light, sacred flame, spare the dying; 1: slots: 4; spells: detect evil and good, healing word, sanctuary, shield of faith; 2: slots: 3; spells: calm emotions, prayer of healing, silence; 3: slots: 2; spells: protection from energy, remove curse, sending

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