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.