Medium humanoid (half-elf), Chaotic Good
| Armor Class | 11, 16 with barkskin |
|---|---|
| Hit Points | 27 (5d8 + 5) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Medicine +4, Nature +3, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Common, Elvish |
| Challenge | 2 |
Melannor has advantage on saving throws against being charmed, and magic can't put him to sleep.
Melee Attack Roll: +2 to hit or Melee Weapon Attack +4 to hit with shillelagh, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.
Melannor is a 4th-level spellcaster. His spellcasting ability is Wisdom. He has the following druid spells prepared:
Cantrips: druidcraft, produce flame, shillelagh
Level 1 (4 slots): entangle, longstrider, speak with animals, thunderwave
Level 2 (3 slots): animal messenger, barkskin