Hlam

Children

Hlam CR: 16

Medium humanoid, lawful good
Armor Class: 22
Hit Points: 120 23d8+20
Speed: 60 ft

STR

11 +0

DEX

24 +7

CON

13 +1

INT

14 +2

WIS

21 +5

CHA

14 +2

Saving Throws: Throws STR +5, DEX +12
Skills: Athletics +5, Religion +7
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Passive Perception 15
Languages: All spoken languages
Challenge Rating: 16

Spellcasting. Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared:   Cantrips (at will): guidance, light, sacred flame   1st level (4 slots): healing word, sanctuary, shield of faith   2nd level (3 slots): prayer of healing, silence   3rd level (3 slots): protection from energy, sending

Actions

Multiattack Hlam attacks three times using his unarmed strike, darts or both.
  Unarmed StrikeMelee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 12 ( 1d10+7 ) bludgeoning 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.
  • 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 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 necrotic damage.   Wholeness of Body (Recharge 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 atack is reduced by 1d10+12. 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 65.

Legendary Actions

Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hlam regains spent legendary actions at the start of his turn.   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.