Olara

Critical Role: Call of the Netherdeep p. 129

Size
Medium
Type
humanoid
Alignment
neutral good
AC
13 (leather armor)
Hit Points
16 (3d8+3)
Speed
walk 30 ft., swim 30 ft.
Skills
Nature +4, Perception +5, Stealth +6, Survival +5
Resistances
cold
Senses
darkvision 60 ft.
Passive Perception
15
Languages
Any one language (usually Common)
Challenge
1/2
Lineage
Scout
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0

Traits

Proficiency Bonus

+2

Amphibious

Olara can breathe air and water.

Fey Ancestry

Olara has advantage on saving throws to end the charmed condition on herself, and magic can't put her to sleep.

Keen Hearing and Sight

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack

Olara makes two melee attacks or two ranged attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow

Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Other data

description

Olara speaks an ancient dialect that formed the basis for both Elvish and Orc, and any character who speaks and understands either of those languages can converse with her. This is a trait she shares with some of the ghosts of her kinfolk that still haunt the ruins of Cael Morrow, but Olara is no ghost; she is one of the few mortals who survived Gruumsh's attack centuries ago. She subsists on the kelp growing throughout the Drowned City.