Medium humanoid, neutral good
- Armor Class
- 16 (studded leather armor, shield)
- Hit Points
- 112 (15d8 + 45)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Con +6, Dex +5, Str +7
- Skills
- Survival +4, Athletics +10, Intimidation +5
- Senses
- passive Perception 11
- Languages
- Common
Traits
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).
Actions
Hengar makes three melee attacks or two ranged attacks.
Melee or Ranged Weapon Attack: +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 Weapon Attack: +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.
Reactions
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.