Monster
Samara Strongbones
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12
- Hit points
- 27 (6d8)
- Speed
- Walk 25 ft.
- Challenge rating
- 1
- Alignment
- Any alignment
- Strength
- 10
- Dexterity
- 15
- Constitution
- 10
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 16
- Skills
- deception: +5; insight: +4; investigation: +5; perception: +6; persuasion: +5; sleight of hand: +4; stealth: +4
- Languages
- any two languages, Halfling
- Resistances
- poison
Traits
Cunning Action
On each of its turns, Samara can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
Samara deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Samara that isn't incapacitated and Samara doesn't have disadvantage on the attack roll.
Halfling Nimbleness
Samara can move through a space of a Medium or larger creature.
Brave
Samara has advantage on saving throws against being frightened.
Stout Resilience
Samara has advantage on saving throws against poison.
Actions
Multiattack
Samara makes two melee attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.