Medium Humanoid, Neutral Good
Armor Class 10 (16 with barkskin)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +4, CHA +5
Skills Insight +5
Senses Passive Perception 13
Languages Birdfolk, Capran, Eluran, Terran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Helping Hoof (2/Day). When Arlo uses the Help action and the check or attack he is helping with fails, the creature making the check can reroll if Arlo is within 5 feet. The creature must use the new result.

Power Absorption (2/Day). When Arlo takes damage from a spell or a magical effect, he can halve the damage he takes.

Power Distribution (2/Day). When Arlo hits with a spell attack, he can deal an extra 3 (1d6) lightning or force damage.

Spellcasting. Arlo is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:

Cantrips (at will): druidcraft, light, mending, message, shocking grasp

1st level (4 slots): create or destroy water, detect magic, entangle, thunderwave

2nd level (3 slots): barkskin, enhance ability, gust of wind, ray of enfeeblement

3rd level (3 slots): meld into stone, protection from energy, vampiric touch, water breathing

Actions

Crystal Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) ludgeoning damage plus 3 (1d6) lightning damage, and, if the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Mostujsko

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