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
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:
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.
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.