10
4 (1d8)
walk 30 ft.
Perception +1
darkvision 120 ft.
any one language (usually Common), Elvish
0
Therzt has advantage on saving throws against being charmed, and magic can't put Therzt to sleep.
While in sunlight, Therzt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Therzt's innate spellcasting ability is Charisma (spell save DC 9). Therzt can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.