waterdeep dragon heist

(Jeff_L) #1
HLAM
This venerable human monk lives in a cave halfway up
the side of Mount Waterdeep. Hlam is the grand mas-
ter of the Order of the Even-Handed, a small monastic
group devoted to Tyr. Would-be students periodically
visit him to learn the Way of the Sacred Fists, which
combines cleric magic and monk training. They usually
return to the city confused, bruised, and not inclined to
visit again.
In times of great peril, Hlam can be called on to help.
Sometimes he offers pearls of wisdom, and sometimes
he descends from his cave to set things right with fist-
icuffs. He can show up at any point in the story as a
helpful figure, and the characters can visit him in his
cave if they need guidance or training. The Order of the
Gauntlet considers him a staunch ally.
Hlam is immune to disease and doesn't require food
or water. Although he ages, he suffers none of the frailty
of old age.

HLAM
Medium humanoid (l]uman), fawful good

Armor Class 22 (Unarmored Defense)
Hit Points 137 (25d8 + 25)
Speed 60 ft.

STR
11 (+O)

DEX
24 (+7}

CON
13 (.+-1}

Saving Throws Str +5, Dex +12
Skills Athletics +5, Religion +7
Damage Immunities poison

INT
14 (+2)

WIS
21 (+5)

Condition Immunities charmed, frightened, poisoned
Senses passive Perception 15
Languages all spoken languages
Challenge 16 (15,000 XP) '

..

CHA
14 (+2)

Spel/casting.J-i lam is a 5th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 18 , +10 to hit with spell at-
tacks). 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
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 ifhe succeeds on the saving throw,
and only half damage if he fails. He can't use this trait if he's
incapacitated.
Magic Unarmed Strikes. Hlam's unarmed strikes are magical.

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

ACTIONS
Multiattack. Hlam attacks three times using' his unarmed
strike, darts, or both.
Unarmed Strike. Melee Weapon Atiack: +12 to hit, reach 5
ft. , one target. Hit: 12 (ldlO + 7) bludgeoning damage. If the

APPENDIX 8 I MONSTERS AND NPCS


target is a creature, Hlam can choose one of the following addi-
tional e ffects:


  • 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 Hl am's next turn.


Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one
target. Hit: 9 (ld4 + 7) piercing damage.

Quivering Palm (Recharge 6). 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 re-
duced to 0 hit points. On a successful save, the target takes 55
(lOdlO) necrotic damage.
Wholeness of Body (Recharges after a Long Rest). Hlam regains
60 hit points.

REACTIONS
Deflect Missile. In response to being hit by a ranged weapon
attack, Hlam deflects the missile. The damage he takes from
the attack is reduced by ldlO + 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.
Slow Fall. Hlam reduces the bludgeoning damage he takes
from a fall by 100.

LEGENDARY ACTIONS
Hlam can take 3 legendary actions, choosing from the options
below. Only one legendary action option 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 his turn.
Quick Step. Hlam moves up to his speed without provoking
opportunity attacks.
Unarmed Strike (Costs 2 Actions). Hlam makes one un-
armed 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.
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