22 (Unarmored Defense)
137 (25d8+25)
walk 60 ft.
Str +5, Dex +12
Athletics +5, Religion +7
poison
charmed, frightened, poisoned
all spoken languages
16
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 • 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
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:
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. 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.
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.
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.