We’re just about done with the Pre-Searing bestiary. Today we’ve got the first half of the charr. Some people might find the charr shaman is pretty badly under-CR’d, and he kind of is. His CR reflects the fact that he is a pushover if you encounter him alone, but typically you’ll find him in a group with a couple of other charr, and he is a Hell of a force multiplier for them. GMs be advised.
Charr Warrior
Large Humanoid, Neutral Evil
Armor Class: 17 (splint armor) or 19 (with shield)
Hit Points: 59 (7d10+21)
Speed: 40 ft.
STR: 17(+3)
DEX: 12(+1)
CON: 16(+3)
INT: 10(+0)
WIS: 10(+0)
CHA: 8(-1)
Saving Throws: STR +5, CON +5
Skills: Athletics +5, Perception +2, Intimidation +1
Senses: Passive perception 12
Languages: Common, Charr
Challenge: 2 (450 XP)
Reckless. At the start of his turn, the charr can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Actions:
Wild Blow (recharges after a Short Rest). The charr makes a single weapon attack against one target within range. If it hits, it is automatically a critical.
Greataxe. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.
Longsword. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) if used with two hands.
Note: Some charr warriors are equipped with a greataxe, others with a longsword and shield.
Charr Hunter
Large Humanoid, Neutral Evil
Armor Class: 15 (studded leather)
Hit Points: 45 (7d10+7)
Speed: 40 ft.
STR: 11(+0)
DEX: 17(+3)
CON: 13(+1)
INT: 10(+0)
WIS: 15(+2)
CHA: 8(-1)
Saving Throws: DEX +5, WIS +4
Skills: Acrobatics +5, Perception +4, Stealth +5, Survival +5
Senses: Passive perception 14
Languages: Common, charr
Challenge: 1 (200 XP)
Actions:
Ignite Arrows (recharges 4-6): The charr makes a ranged attack with his longbow. If it hits, the target and all adjacent creatures take 4 (1d8) fire damage in addition to the damage dealt by the arrow.
Longbow. Ranged weapon attack: +5 to hit, ranged 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
Charr Shaman
Large Humanoid, Neutral Evil
Armor Class: 11 (natural armor)
Hit Points: 38 (7d10)
Speed: 40 ft.
STR: 8(-1)
DEX: 12(+1)
CON: 10(+0)
INT: 13(+1)
WIS: 17(+3)
CHA: 12(+1)
Saving Throws: WIS +5, CHA +3
Skills: Insight +5, Medicine +5, Perception +5, Religion +3
Senses: Passive perception 15
Languages: Common, charr, abyssal
Challenge: ½ (50 XP)
Actions:
Banish. Spell. The charr uses holy might to sear the target’s soul from this plane to the Mists. The target must make a DC 13 Wisdom save and takes 8 (1d10+3) radiant damage on a failed save, or half that on a success.
Infuse Health. Spell. The charr transfers half of his remaining health, rounded down, to any creature that he can see within 60 ft.
Heal Area (recharges 4-6). Spell. The charr heals himself and all adjacent creatures for 16 (3d8+3) health.
Wand Shot. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) radiant damage.
Reactions:
Bane Signet. Signet. The charr can cast this smite on one creature who has made an attack, before the attack is resolved. The attacking creature must make a DC 13 Wisdom save and takes 5 (1d10) radiant damage and is knocked prone if they fail their save, or half that without being knocked prone if they succeed.
Note: The bane signet is a consumable item. The charr shaman only has the one.
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