Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
11 (+0)
Skills Medicine +4, Nature +3, Perception +4
Senses Passive Perception 14
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The casarlach is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd level (3 slots): animal messenger, barkskin

Actions

Scian. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Bonus Actions

Tend wounds. A casarlach may perform a stabilize action as a bonus action. 

Reactions

Parry. A casarlach adds 2 to its AC against one melee attack that would hit it. To do so, a casarlach must see the attacker and be wielding its quarterstaff. 

Escape. A habsarlair may disengage from combat and travel 30 feet as a reaction if its current hit points fall below 5. 

Description

Casarlai are magic users who serve in a military capacity, equally adept at battling their enemies as they are healing their comrades. The most powerful captains of the casarlai play an important role in the courts of many leaders. Some casarlai ride small, swift horses into battle, these men are known as Habsarlairs. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

johnteboughton

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