Sharran Novice
- Hit points · HP
- 38
- Armour class · AC
- 11
- Level
- 4
- Strength
- 14+2
- Dexterity
- 10+0
- Constitution
- 12+1
- Intelligence
- 10+0
- Wisdom
- 10+0
- Charisma
- 10+0
Attacks and skills 5
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Traits 5
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Shadow Ambush
This creature deals an additional 4d8 Necrotic damage when attacking from the shadows.
Born into Darkness
This creature can see through magical and non-magical darkness, and cannot be
Blinded.
Darkness Rules
No game description available.
Initial conditions and difficulty effects 3
Protection from Evil and Good
The target is protected against aberrations, celestials, elementals, fey, fiends, and undead. These creatures have
Disadvantage on
Attack Rolls against the target, and the target can't be Charmed, Frightened, or Possessed by them.
Disadvantage on
Attack Rolls against the target, and the target can't be Charmed, Frightened, or Possessed by them.Protection from Energy: Fire
Resistant to Fire damage.
Bless
Gains a +1d4 bonus to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.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.