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Hlam
- STR
- 11 (+0)
- DEX
- 24 (+7)
- CON
- 13 (+1)
- INT
- 14 (+2)
- WIS
- 21 (+5)
- CHA
- 14 (+2)
If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
Hlam's unarmed strikes are magical.
While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
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, spare the dying
Level 1 (4 slots): detect evil and good, healing word, sanctuary, shield of faith
Level 2 (3 slots): calm emotions, prayer of healing, silence
Level 3 (2 slots): protection from energy, remove curse, sending
Actions
Hlam attacks three times using his unarmed strike, darts, or both.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning, magic 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 (Hlam's choice).
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.
Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.
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 (10d10) necrotic damage.
Hlam regains 60 hit points.
Reactions
In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. 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.
Hlam reduces the bludgeoning damage he takes from a fall by 100.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Hlam moves up to his speed without provoking opportunity attacks.
Hlam makes one unarmed strike.
Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell.
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Source: Waterdeep: Dragon Heist, p. 204 - Licenses and attribution