Medium humanoid, lawful evil
- Armor Class
- 11, 14
- Hit Points
- 75 (10d8 + 30)
- Speed
- swim 30 ft., 30 ft.
- Challenge
- 4 (1,100 XP)
STR
12
+1
DEX
12
+1
CON
16
+3
INT
14
+2
WIS
10
+0
CHA
18
+4
- Skills
- Arcana +6, Insight +4, Deception +8, Persuasion +8
- Damage Resistances
- acid; lightning; thunder
- Senses
- passive Perception 10
- Languages
- Aquan, Common
Traits
Amphibious.
Shoalar can breathe air and water.
Actions
Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spellcasting
Innate Spellcasting.
Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:
Spellcasting.
Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: