Monster
Olara
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (leather armor)
- Hit points
- 16 (3d8 + 3)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 1/2
- Alignment
- Neutral Good
- Strength
- 11
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 11
- Wisdom
- 13
- Charisma
- 11
- Passive Perception
- 15
- Skills
- nature: +4; perception: +5; stealth: +6; survival: +5
- Senses
- darkvision 60 ft.
- Languages
- Any one language (usually Common)
- Resistances
- cold
Traits
Amphibious
Olara can breathe air and water.
Fey Ancestry
Olara has advantage on saving throws to end the charmed condition on herself, and magic can't put her to sleep.
Keen Hearing and Sight
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack
Olara makes two melee attacks or two ranged attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.