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
FUE
11
+0
DES
14
+2
CON
12
+1
INT
11
+0
SAB
13
+1
CAR
11
+0

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.