Kagha
- Hit points · HP
- 65
- Armour class · AC
- 14
- Level
- 5
- Strength
- 16+3
- Dexterity
- 16+3
- Constitution
- 14+2
- Intelligence
- 14+2
- Wisdom
- 16+3
- Charisma
- 14+2
Attacks and skills 11
Wild Shape: Dire Wolf
Assume the shape of a dire wolf that can
Incite allies and
Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
ActionWild Shape Charge
Cure Wounds
Level 1 spell
Heal a creature you can touch.
1.5m
ActionLevel 1 spell slot
Heat Metal
Level 2 spell
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
18m
Constitution saving throw
ActionLevel 2 spell slot
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Misty Step
Level 2 spell
Surrounded by silver mist, you teleport to an unoccupied space you can see.
18m
Bonus ActionLevel 2 spell slot
Moonbeam
Level 2 spell
Call down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m.
18m
ActionLevel 2 spell slot
concentration
Flourish
Possibly throw your enemy
Off Balance.
Bonus Action
Possible damage types
Bludgeoning
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Plant Growth
Level 3 spell
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
18m
ActionLevel 3 spell slot
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Thunderwave
Level 1 spell
Release a wave of thunderous force that pushes away all creatures and objects.
Constitution saving throw
ActionLevel 1 spell slot
Possible damage types
Thunder
Traits 5
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Fey Ancestry
You have
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.Venomous Revenge
Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6 Poison damage.
Darkness Rules
No game description available.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.