THE SHARED REFERENCE Adventurer

Monster

Shuushar the Awakened

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
13 (natural armor, shield)
Hit points
18 (4d8)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
1/4
Alignment
Neutral Evil
Strength
13
Dexterity
10
Constitution
11
Intelligence
11
Wisdom
10
Charisma
8
Passive Perception
14
Skills
perception: +4
Senses
darkvision 120 ft.
Languages
Undercommon

Traits

Amphibious

Shuushar can breathe air and water.

Otherworldly Perception

Shuushar can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery

Shuushar has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity

While in sunlight, Shuushar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Spear

Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net

Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Reactions

Sticky Shield

When a creature misses Shuushar with a melee weapon attack, Shuushar uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Shuushar's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

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