Medium humanoid, any alignment
- Armor Class
- 10
- Hit Points
- 4 (1d8)
- Speed
- 30 ft.
- Challenge
- 0 (10 XP)
STR
10
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
10
+0
- Skills
- Perception +2
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Fey Ancestry.
Therzt has advantage on saving throws against being charmed, and magic can't put Therzt to sleep.
Sunlight Sensitivity.
While in sunlight, Therzt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Club.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Spellcasting
Innate Spellcasting.
Therzt's innate spellcasting ability is Charisma (spell save DC 10). Therzt can innately cast the following spells, requiring no material components: