THE SHARED REFERENCE Adventurer

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.

One with Shadows

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.

Spellcasting

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

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