Genshin Impact's Hilichurls

by PixieAlchemist

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Hilichurls

"Primitive humanoid monsters that can be found all across the world. Most people have already given up on trying to communicate with the hilichurls, believing that they are monsters simply incapable of communication.""


Hilichurl

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 17 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/4 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 3(1d1+2) Bludgeoning damage

"Ill-tempered warriors for their tribes, they are simple-minded believers in the power of brute force. If their muscles grow strong enough and their strength great enough, then one day they too shall raise up a great shield and become a mitachurl... Or will they?""


Hilichurl Fighter

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Flammable Weapon. The hilichurl's club is made of wood and can burn, if the hilichurl takes fire damage, the club ignites, at the start of the hilichurl's turn, roll a d20, on a 1, the club breaks, the club also breaks after 1 minute of being on fire. While on fire, the club also deals 3(1d6) fire damage on a hit. the hilichurl can use it's action to extinguish the fire.

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Club. Melee Attack: +4 to hit, 5 ft., one target, Hit: 5(1d6+2) Bludgeoning Damage

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 3(1d1+2) Bludgeoning damage


Hilichurl Fighter(Geo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Club. Melee Attack: +5 to hit, 5 ft., one target, Hit: 6(1d6+3) Bludgeoning Damage

Slam. Melee Attack: +5 to hit, 5 ft., one target. Hit: 4(1d1+3) Bludgeoning damage


Hilichurl Fighter (Cryo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 30 (4d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Damage Resistances cold(cryo)
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Club. Melee Attack: +4 to hit, 5 ft., one target, Hit: 5(1d6+2) Bludgeoning Damage

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 3(1d1+2) Bludgeoning damage

"These hilichurls wield flaming clubs and charge with reckless abandon to chase intruding adventurers off. Most wildfires in the grasslands or forests are due to the actions of these hilichurls."


Hilichurl Beserker

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 30 (4d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 6 (-2) 7 (-2) 6 (-2)

  • Skills Athletics +5, Performance +0
  • Senses Darkvision 60ft., Passive Perception 8
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Flaming Weapon. The hilichurl's club can be set aflame. As an action, the hilichurl can ignite its club. While on fire, the club deals extra 3(1d6) fire damage on a hit. the club extinguishes if the hilichurl enters water or if it is raining.

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Club. Melee Attack: +5 to hit, 5 ft., one target, Hit: 6(1d6+3) Bludgeoning Damage

Slam. Melee Attack: +5 to hit, 5 ft., one target. Hit: 4(1d1+3) Bludgeoning damage

Charge (Recharge 5-6). The hilichurl uses its movement to run forward in a straight line while swinging its club wildly, any creature it runs into must succeed on a DC 13 Dexterity saving throw or be pushed with the hilichurl, taking damage equal to one attack from its club for every 10 ft. it gets pushed.

"These sneaky fellows are skilled in the use of Pyro Slimes, using them as weapons to attack intruders. Skilled grenadiers may be able to destroy four wooden dummies in a single throw.""


Hilichurl Grenadier (Pyro)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Damage Resistances Fire
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Dig. The hilichurl digs up a small pyro slime, and can then use the Pyro Slime action. If the hilichurl is standing in any amount of water, this action fails and they dig up nothing.

Pyro Slime. Ranged Attack: +4 to hit, 20/60 ft., one target, Hit: 11(3d6) Fire Damage. Additionally, Creatures within 5 ft. must make a DC 12 Dexterity saving throw, taking the same damage on a failed save, or half as much on a successful one.

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 3(1d1+2) Bludgeoning damage

"Hilichurls have discovered the use of Cryo Slimes in effectively keeping food fresh. Hilichurls have surprising amounts of wisdom in the practical use of Slimes, whether it be the use of Pyro and Cryo slimes to make Exploding Barrels, or the use of Anemo Slimes in vehicles... Perhaps this is their way of adapting to their hard lot in life."


Hilichurl Grenadier (Cryo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 11
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Damage Resistances Cold
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Dig. The hilichurl digs up a small cryo slime, and can then use the Cryo Slime action.

Cryo Slime. Ranged Attack: +4 to hit, 20/60 ft., one target, Hit: 11(3d6) Cold Damage. Additionally, Creatures within 5 ft. must make a DC 12 Dexterity saving throw, taking the same damage on a failed save, or half as much on a successful one.

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 3(1d1+2) Bludgeoning damage

"Hilichurl warriors who have wooden shields. These shields are not only sturdy defense tools but also treasured items within the tribe. According to many reports, hilichurls will often charge at travelers making camp to cook and will snatch their pot lids after chasing them away."


Hilichurl Guard (Dendro)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 14 (shield)
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Performance +0
  • Senses Darkvision 60ft., Passive Perception 10
  • Languages Hilichurlian
  • Challenge 1 (50XP)

Flammable Weapon. The hilichurl's club is made of wood and can burn, if the hilichurl takes fire damage, the club ignites, at the start of the hilichurl's turn, roll a d20, on a 1, the club breaks, the club also breaks after 1 minute of being on fire. While on fire, the club also deals 3(1d6) fire damage on a hit. the hilichurl can use it's action to extinguish the fire. If the club breaks it loses its Club action

Dendro Shield. The hilichurl weilds a shield made of "Dendro" Wood. This shield has 22(4d10) hit points and is immune to all damage except fire. If the shield takes fire damage, it ignites and takes 1d10 fire damage at the end of the hilichurl's turn. If the hilichurl starts its turn with the shield on fire, it must succeed a DC 12 Wisdom saving throw or become frightened by the fire. If the Shield Breaks it loses its Protect action

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Protect. The hilichurl chooses a creature within 10 ft. of it, until the hilichurl takes another action, the creature it chose, as well as any creatures in a cone behind the creature, cannot hit the hilichurl, instead hitting its shield.

Club. Melee Attack: +5 to hit, 5 ft., one target, Hit: 6(1d6+3) Bludgeoning Damage

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 4(1d1+3) Bludgeoning damage

"Hardy hilichurls who have congregated in a region where Geo energies are abundant. Their impregnable shields have layers of rocky growths on them."


Hilichurl Guard (Geo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 13 (shield)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1 (50XP)

Geo Shield. The hilichurl weilds a shield made of "Geo" rock. This shield has 33(6d10) hit points and is immune to all damage except bludgeoning, which it is resistant to.

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Protect. The hilichurl chooses a creature within 10 ft. of it, until the hilichurl takes another action, the creature it chose, as well as any creatures in a cone behind the creature, cannot hit the hilichurl, instead hitting its shield.

Club. Melee Attack: +5 to hit, 5 ft., one target, Hit: 6(1d6+3) Bludgeoning Damage

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 4(1d1+3) Bludgeoning damage

"Hilichurls display a strong sense of adaptability to their surroundings. In icy environments, they come up with ways and means to fashion this hard ice into shields to protect themselves."


Hilichurl Guard (Cryo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 13 (shield)
  • Hit Points 37 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 6 (-2)

  • Skills Performance +0
  • Damage Resistances cold(cryo)
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Hilichurlian
  • Challenge 1 (50XP)

Cryo Shield. The hilichurl weilds a shield made of "Cryo" rock. This shield has 33(6d10) hit points and is immune to all damage except blugeoning, which it is resistant to, and fire.

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Protect. The hilichurl chooses a creature within 10 ft. of it, until the hilichurl takes another action, the creature it chose, as well as any creatures in a cone behind the creature, cannot hit the hilichurl, instead hitting its shield.

Club. Melee Attack: +5 to hit, 5 ft., one target, Hit: 6(1d6+3) Bludgeoning Damage

Slam. Melee Attack: +4 to hit, 5 ft., one target. Hit: 4(1d1+3) Bludgeoning damage

"Hilichurl archers who wield simple crossbows. Hilichurls do not, in truth, possess the craftsmanship needed to build crossbows. As such, it is commonly believed that there is an organization that controls the hilichurls from behind the scenes and furnishes them with equipment and material supplies. The Abyss Mages that often accompany these hilichurls are especially suspicious."


Hilichurl Shooter

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 12
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2, Performance +0
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Crossbow. Ranged Attack: +4 to hit, 80/320 ft., one target, Hit: 6(1d8+2) Piercing Damage

"These archers wield simple crossbows, and unmelting ice shrouds their arrowheads. It is said that wounds caused by these arrowheads heal very slowly, as the cold will slow the circulation of blood."


Hilichurl Shooter(Cryo)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 12
  • Hit Points 23 (3d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 16 (+3) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2, Performance +0
  • Damage Resistances Cold
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Crossbow. Ranged Attack: +4 to hit, 80/320 ft., one target, Hit: 6(1d8+2) Cold Damage, Additionally, the creature must make a DC 12 Constitution saving throw or have all incoming healing halved for 1 minute

"These archers wield simple crossbows, and their arrowheads are crafted from carved Electro Crystals that will deliver an electric shock upon impact. They say that hilichurl archers of exceptional skill can fire five crossbow bolts at once–a most impressive feat indeed."


Hilichurl Shooter(Electro)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 12
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2, Performance +0
  • Damage Resistances Lightning
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Tribe Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Crossbow. Ranged Attack: +4 to hit, 80/320 ft., one target, Hit: 6(1d8+2) Lightning Damage

Arrow Arc. (Recharge 5-6). the hilichurl shoots 5 arrows in an arc, all creatures in a 30 ft. cone are forced to make a DC 12 Dexterity saving throw, taking 6(1d8+2) Lightning Damage on a failed save. Creatures more than 15 ft. away make this save with advantage.

"These archers wield simple crossbows, and their arrowheads are coated with a thin layer of flammable material that can set their targets on fire. El Musk of the previous generation believed that this is an innovation by brighter hilichurls who wished to cook their game after hunting it."


Hilichurl Shooter (Pyro)

Medium humanoid(hilichurl), Chaotic Evil


  • Armor Class 13
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2, Performance +0
  • Damage Resistances Fire
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Hilichurlian
  • Challenge 1/2 (50XP)

Pack Tactics. The hilichurl has advantage on an attack roll against a creature if at least one of the hilichurl's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Crossbow. Ranged Attack: +4 to hit, 80/320 ft., one target, Hit: 7(1d8+3) Fire Damage

 

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