Medium humanoid (human), Neutral Good
| Armor Class | 16 (studded leather armor, shield) |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
| Saving Throws | Con +6, Dex +5, Str +7 |
|---|---|
| Skills | Athletics +10, Intimidation +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | Common |
| Challenge | 5 |
Hengar has advantage on saving throws against being frightened.
A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack).
Hengar makes three melee attacks or two ranged attacks.
Melee or Ranged Attack Roll: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Melee Attack Roll: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Hengar adds 3 to its AC against one melee attack that would hit it. To do so, Hengar must see the attacker and be wielding a melee weapon.