Monster
Sarith Kzekarit
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (chain shirt)
- Hit points
- 13 (3d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/4
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 10
- Intelligence
- 11
- Wisdom
- 11
- Charisma
- 12
- Passive Perception
- 12
- Skills
- perception: +2; stealth: +4
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
Traits
Fey Ancestry
Sarith has advantage on saving throws against being charmed, and magic can't put Sarith to sleep.
Sunlight Sensitivity
While in sunlight, Sarith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
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, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Innate Spellcasting
Sarith's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire