Sources
CR
Type
Size
Alignment
Movement

Olara

Medium Humanoid, Neutral Good

Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 30 ft.
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)

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.

Lore

Olara speaks an ancient dialect that formed the basis for both Elvish and Orc, and any character who speaks and understands either of those languages can converse with her. This is a trait she shares with some of the ghosts of her kinfolk that still haunt the ruins of Cael Morrow, but Olara is no ghost; she is one of the few mortals who survived Gruumsh's attack centuries ago. She subsists on the kelp growing throughout the Drowned City.