Medium humanoid, Neutral Good
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 16 (3d8 + 3) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Nature +4, Perception +5, Stealth +6, Survival +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Any one language (usually Common) |
| Challenge | 1/2 |
Olara can breathe air and water.
Olara has advantage on saving throws to end the charmed condition on herself, and magic can't put her to sleep.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Olara makes two melee attacks or two ranged attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Attack Roll: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.