Olara

(Critical Role: Call of the Netherdeep)

Medium humanoid, Neutral Good

Armor Class13 (leather armor)
Hit Points16 (3d8 + 3)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Saving Throws—
SkillsNature +4, Perception +5, Stealth +6, Survival +5
Damage Vulnerabilities—
Damage Resistancescold
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 15
LanguagesAny one language (usually Common)
Challenge1/2

Traits

Amphibious.

Olara can breathe air and water.

Fey Ancestry.

Olara has advantage on saving throws to end the charmed condition on herself, and magic can't put her to sleep.

Keen Hearing and Sight.

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack.

Olara makes two melee attacks or two ranged attacks.

Shortsword.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow.

Ranged Attack Roll: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.