AC 15 (padded leather)
HP 65 (10d8+20; bloodied 32)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Skills Athletics +4, Deception +4, Intimidation +4 (+1d4), Stealth +5, Survival +3
Senses passive Perception 11
Languages Common, Orcish
Spellcasting. Bartl is a 4th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): light , sacred flame , thaumaturgy
1st-level (4 slots): bless , cure wounds , sanctuary
2nd-level (3 slots): force of will , shattering barrage
ACTIONS
Multiattack. Bartl attacks twice.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Throwing Dagger (4). Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/80 feet, one target. Hit: 5 (1d4+3) piercing damage.
Sacred Flame (Cantrip; V, S). One creature Bartl can see within 60 feet makes a DC 12 Dexterity saving throw , taking 4 (1d8) radiant damage on a failure. This spell ignores cover .
Bless (1st-Level; V, S, M, Concentration ). Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute.
Cure Wounds (1st-Level; V, S). Bartl touches a willing living creature, restoring 6 (1d8+2) hit points to it.
Shattering Barrage (2nd-Level; V, S, M). Ranged Spell Attack: +4 to hit, range 120 ft., three orbs at up to three creatures (one creature per orb). Hit: 5 (2d4) slashing damage and glass shards remain in midair in the creature’s space. Whenever a creature enters an area of broken glass for the first time or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) slashing damage.
REACTIONS
Force of Will (2nd-Level; V, S). If Bartle takes damage, he reduces it by 13 (2d10+2).
Parry. If Bartl is wielding a melee weapon and can see his attacker, he adds 2 to his AC against one melee attack that would hit him.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.