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Hlam

Medium humanoid (human), Lawful Good

Armor Class 22 (Unarmored Defense)

Hit Points 137 (25d8 + 25)

Speed 60 ft.

STR 11 (+0)
DEX 24 (+7)
CON 13 (+1)
INT 14 (+2)
WIS 21 (+5)
CHA 14 (+2)

Saving Throws STR +5, DEX +12

Skills Athletics +5, Religion +7

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, disease

Senses passive Perception 15

Languages all spoken languages

Challenge 16

Evasion. If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.

Magic Attacks. Hlam's unarmed strikes are magical.

Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Hlam attacks three times using his unarmed strike, darts, or both.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning, magic damage. If the target is a creature, Hlam can choose one of the following additional effects: The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Hlam's choice). The target must succeed on a DC 18 Dexterity saving throw or be knocked prone. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam's next turn.

Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.

Quivering Palm (Recharge 5–6). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10) necrotic damage.

Wholeness of Body (Recharges after a Long Rest). Hlam regains 60 hit points.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free.

Slow Fall. Hlam reduces the bludgeoning damage he takes from a fall by 100.

Legendary Actions

Quick Step. Hlam moves up to his speed without provoking opportunity attacks.

Unarmed Strike (Costs 2 Actions). Hlam makes one unarmed strike.

Invisibility (Costs 3 Actions). Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell.

Source

WDH, p. 204