Medium humanoid, neutral good
- Armor Class
- 13 (leather armor)
- Hit Points
- 16 (3d8 + 3)
- Speed
- swim 30 ft., 30 ft.
- Challenge
- 1/2 (100 XP)
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0
- Skills
- Nature +4, Stealth +6, Survival +5, Perception +5
- Damage Resistances
- cold
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- Any one language (usually Common)
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 Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.