
Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. It has the following spells prepared:Ĭantrips (at will): prestidigitation, mending, chill touch, thaumaturgyġst Level (4 slots): cure wounds, detect magic, inflict wounds, magic missileĢnd Level (3 slots): lesser restoration, magic weapon, Nystul's magic auraģrd Level (3 slots): mass healing word, dispel magic, magic circle Actionsĭagger. It spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). The level of the spell ended must b equal to or lower than the level of the spell slot expended to heal the ally. When the cleric restores hit points to an ally with a spell of 1st level or higher, it can also end one spell affecting that creature. Medium humanoid (any race), any alignment Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. The kuldjargh makes three melee weapon attacks: two with its handaxes and one with its spiked armor. Additionally, a creature grappling or grappled by the kuldjargh takes 2 (1d4) piercing damage at the start of the kuldjargh's turn. A creature within 5 feet of the kuldjargh that hits it with a melee weapon attack takes 2 (1d4) piercing damage. The kuldjargh has advantage on saving throws to resist being poisoned. As a bonus action, the kuldjargh can move up to its speed towards a hostile creature that it can see.ĭwarven Resilience.
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Senses Darkvision 60 ft., passive Perception 9.


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