Sharran Novice Dohna
- Hit points · HP
- 38
- Armour class · AC
- 13
- Level
- 4
- Strength
- 18+4
- Dexterity
- 14+2
- Constitution
- 13+1
- Intelligence
- 12+1
- Wisdom
- 12+1
- Charisma
- 14+2
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 6
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.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.
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.