Samira Arah
Journeys through the Radiant Citadel p. 68
- Size
- Medium
- Type
- humanoid (elf)
- Alignment
- neutral
- AC
- 12
- Hit Points
- 27 (6d8)
- Speed
- walk 30 ft.
- Skills
- Persuasion +5, Insight +4, Deception +5, Stealth +4, Investigation +5, Sleight of Hand +4, Perception +6
- Senses
- darkvision 60 ft.
- Passive Perception
- 16
- Languages
- any two languages, Elvish
- Challenge
- 1
Traits
Proficiency Bonus
+2
Cunning Action
On each of its turns, Samira can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
Samira deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Samira that isn't incapacitated and Samira doesn't have disadvantage on the attack roll.
recharge
1/TURN
Fey Ancestry
Samira has advantage on saving throws against being charmed, and magic can't put Samira to sleep.
Actions
Multiattack
Samira makes two melee attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.