Nere
- Hit points · HP
- 78
- Armour class · AC
- 12
- Level
- 5
- Strength
- 17+3
- Dexterity
- 15+2
- Constitution
- 15+2
- Intelligence
- 18+4
- Wisdom
- 13+1
- Charisma
- 18+4
Attacks and skills 13
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
Shield of Screams
Level 3 spell
Recall the voices of all who scorned you - and how they screamed in the end. They form a shield around you.
Bonus ActionLevel 1 spell slot
Dissonant Whispers
Level 1 spell
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
18m
Wisdom saving throw
ActionLevel 1 spell slot
Possible damage types
Psychic
Weakening Strike
This non-lethal attack possibly inflicts
Weak Grip, hindering the target's attacks.
Action
Mage Armour
Level 1 spell
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
1.5m
ActionLevel 1 spell slot
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Mind Spike
Drive a psychic spike into the brain of a foe.
18m
Wisdom saving throw
ActionLevel 1 spell slot
Possible damage types
Psychic
Misty Step
Level 2 spell
Surrounded by silver mist, you teleport to an unoccupied space you can see.
18m
Bonus ActionLevel 2 spell slot
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
Wicked Coercion
Invade an enemy's mind and force them to join your side. They also take 2d4 Psychic damage immediately, and 1d6 Psychic damage per turn.
16m
Wisdom saving throw
ActionLevel 2 spell slot
Possible damage types
Psychic
Throw
Throw a character or item from the world or your inventory.
Action
Possible damage types
Bludgeoning
Acid
Cold
Fire
Lightning
Thunder
Traits 7
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
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.Muscular
This creature is very strong. It has
Advantage on
Ability Checks and
Saving Throws using Athletics.
Advantage on
Ability Checks and
Saving Throws using Athletics.Sunlight Sensitivity
While in sunlight, this creature has
Disadvantage on
Attack Rolls and Perception
Checks that rely on sight.
Disadvantage on
Attack Rolls and Perception
Checks that rely on sight.Darkness Rules
No game description available.
2 internal effects have no display name.
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.