Olara
Critical Role: Call of the Netherdeep p. 129
- Tamaño
- Mediano
- Tipo
- humanoid
- Alineamiento
- neutral bueno
- CA
- 13 (leather armor)
- Puntos de golpe
- 16 (3d8+3)
- Velocidad
- walk 30 ft., swim 30 ft.
- Habilidades
- Nature +4, Perception +5, Stealth +6, Survival +5
- Resistencias
- cold
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 15
- Idiomas
- Any one language (usually Common)
- Desafío
- 1/2
- Linaje
- Scout
Rasgos
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.
Acciones
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.
Otros datos
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.