Hlam

Medium humanoid (human), Lawful Good

Armor Class

22 (Unarmored Defense)

Hit Points

137 (25d8+25)

Speed

walk 60 ft.

Saves

Str +5, Dex +12

Skills

Athletics +5, Religion +7

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Languages

all spoken languages

Challenge

16

Evasion

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.

Magic Attacks

Hlam's unarmed strikes are magical.

Unarmored Defense

While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

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, spare the dying • 1st level (4 slots): detect evil and good, healing word, sanctuary, shield of faith • 2nd level (3 slots): calm emotions, prayer of healing, silence • 3rd level (2 slots): protection from energy, remove curse, sending

Actions

Multiattack

Hlam attacks three times using his unarmed strike, darts, or both.

Unarmed Strike

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:

Dart

Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.

Quivering Palm (Recharge 6)

Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. 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.

Wholeness of Body (Recharges after a Long Rest)

Hlam regains 60 hit points.

Legendary actions

Legendary Actions (3/Turn)

Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its 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.