Monster
Narrak
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12, 15
- Hit points
- 40 (9d6 + 9)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Chaotic Evil
- Strength
- 9
- Dexterity
- 14
- Constitution
- 13
- Intelligence
- 14
- Wisdom
- 5
- Charisma
- 16
- Passive Perception
- 7
- Skills
- arcana: +4; stealth: +4
- Senses
- darkvision 120 ft.
- Languages
- Dwarvish, Undercommon
Traits
Insanity
Narrak has advantage on saving throws against being charmed or frightened.
Magic Resistance
Narrak has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity
While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Armor of Shadows (Recharges after a Short or Long Rest)
Narrak casts mage armor on himself
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:
Spell slots: 0: spells: eldritch blast, friends, poison spray; 2: lower: 1; slots: 2; spells: armor of Agathys, charm person, hex, hold person, ray of enfeeblement, spider climb