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ZARA HARLOWE

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Zara Harlowe (Nix) 5 Holly 4
MEDIUM HUMANOID (HUMAN), LAWFUL EVIL MEDIUM HUMANOID (DRAGONBORN, SHAPECHANGER), NEUTRAL EVIL

ART: JOEL HOLTZMAN HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: DIMITRIOS PANTAZIS HUMBLEWOOD © HIT POINT PRESS INC. 2021

Hock CR 5
holly (continued) MEDIUM HUMANOID (HALF-ELF), LAWFUL EVIL
ART: DIMITRIOS PANTAZIS HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: DIMITRIOS PANTAZIS HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 13 (+1) 10 (+0) 16 (+3) 13 (+1) 18 (+4) 16 (+3) 19 (+4)

Holly 1,100XP Zara Harlowe (Nix) 1,800XP


SENSES SKILLS SAVING THROWS SKILLS
Passive Perception 13 Athletics +6, Perception +3 Dex +6, Int +7 Deception +10, Insight +9,
SENSES Perception +6, Persuasion +7,
DAMAGE RESISTANCES LANGUAGES Stealth +6
Passive Perception 16
Lightning Common, Draconic (can’t
speak in boar form) DAMAGE RESISTANCES LANGUAGES
DAMAGE IMMUNITIES Common, Thieves’ cant
Poison
Bludgeoning, Piercing, and
Slashing from nonmagical SPECIAL TRAITS
attacks that aren’t silvered
Evasion. If Zara is subjected to an effect that allows her to make a Dexterity
SPECIAL TRAITS saving throw to take only half damage, she instead takes no damage if she
succeeds on the saving throw, and only half damage if she fails.
Charge (Boar or Hybrid Form Only). If Holly moves at least Nimble Escape. Zara can take the Disengage or Hide action as a bonus
15 feet straight toward a target and then hits it with her tusks on action on each of her turns.
the same turn, the target takes an extra 7 (2d6) slashing damage. Sneak Attack (1/Turn). Zara deals an extra 17 (5d6) damage when she hits
If the target is a creature, it must succeed on a DC 14 Strength a target with a weapon attack and has advantage on the attack roll, or when
saving throw or be knocked prone. the target is within 5 feet of an ally of Zara that isn’t incapacitated and Zara
doesn’t have disadvantage on the attack roll.
Relentless (Recharges after a Short or Long Rest). If Holly takes
Special Equipment. Zara wears a hat of disguise and ring of mind shielding,
14 damage or less that would reduce her to 0 hit points, she is and she wields a dagger of venom named Litigation.
reduced to 1 hit point instead.
ACTIONS
Shapechanger. Holly can use her action to polymorph into a
boar-humanoid hybrid or into a boar, or back into her true form, Multiattack. Zara makes three attacks.
which is humanoid. Her statistics, other than her AC, are the Litigation. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
same in each form. Any equipment she is wearing or carrying isn’t 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. As an action, Zara
can coat Litigation in thick, black poison. If the dagger is coated in poison,
transformed. She reverts to her true form if she dies. the target must also succeed on a DC 15 Constitution saving throw or
take 11 (2d10) poison damage and become poisoned for 1 minute. Once
a creature fails this saving throw, the dagger can’t be coated in poison again
until the following dawn.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage, plus 3 (1d6) poison damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
14 scale mail (humanoid)
15 natural armor (boar/hybrid) 51 (6d8 + 24) 30 ft. (40 ft. in boar form) 15 studded leather 88 (16d8 + 16) 30 ft.

STR DEX CON INT WIS CHA ACTIONS

12 (+1) 16 (+3) 14 (+2) 18 (+4) 13 (+1) 10 (+0) Multiattack (Humanoid or Hybrid Form Only). Holly makes
two attacks, only one of which can be with her tusks.
Hock 1,800XP Maul (Humanoid or Hybrid Form Only).
SAVING THROWS SKILLS Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
Int +7, Wis +4 Arcana +7, Deception +3, (2d6 + 4) bludgeoning damage.
History +7, Insight +4 Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:
SENSES
Passive Perception 11 LANGUAGES
+6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
Common, Elvish, Infernal damage. If the target is a humanoid, it must succeed on a DC 14
DAMAGE RESISTANCES Constitution saving throw or be cursed with wereboar lycanthropy.
Necrotic
Breath Weapon (Recharges after a Short or Long Rest). Holly
SPECIAL TRAITS exhales a 5-foot-wide, 30-foot-long line of lightning. Each
creature in the line must make a DC 14 Dexterity saving throw,
Fey Ancestry. Hock has advantage on saving throws
taking 24 (7d6) lightning damage on a failed save, or half as much
against being charmed, and magic can’t put them to sleep. damage on a successful one.
Magic Resistance. Hock has advantage on saving throws
against spells and other magical effects.
Special Equipment. Hock carries a bag of holding filled
with four animated skeletons under their control. Hock
can turn the bag inside out as an action, unleashing all
four skeletons at once, though the bag must be put right
before it can be used again.

ARMOR CLASS HIT POINTS SPEED


13 16 with mage armor 58 (9d8 + 18) 30 ft.
hock (continued)
ART: DIMITRIOS PANTAZIS HUMBLEWOOD © HIT POINT PRESS INC. 2021
Spellcasting. Hock is a 9th-level spellcaster. Their
spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). Hock has the following wizard
spells prepared:
Cantrips (at will): chill touch, mage hand, message,
prestidigitation
1st level (4 slots): burning hands, false life, mage armor*,
shield
2nd level (3 slots): blindness/deafness, misty step, web
3rd level (3 slots): animate dead, bestow curse, fireball
4th level (3 slots): black tentacles, stoneskin*
5th level (1 slot): cloudkill
*Hock casts these spells on themselves before combat.
ACTIONS

Corrosive Touch. Melee Spell Attack: +7 to hit, reach 5 ft.,


one creature. Hit: 10 (3d6) acid damage.
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