Medium humanoid (human), Neutral
| Armor Class | 14 (hide armor, shield) |
|---|---|
| Hit Points | 104 (16d8 + 32) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 15 (+2) | 12 (+1) | 14 (+2) | 18 (+4) |
| Saving Throws | Con +5, Wis +5 |
|---|---|
| Skills | Athletics +7, Intimidation +7, Survival +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common, Dwarvish |
| Challenge | 5 |
A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack).
Jarund makes three melee attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage when used with two hands.
Melee Attack Roll: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage, and Jarund pushes the target 5 feet away from him if it's Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction.
Melee or Ranged Attack Roll: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.