Samira Arah

Journeys through the Radiant Citadel p. 68

Tamaño
Mediano
Tipo
humanoid (elf)
Alineamiento
neutral
CA
12
Puntos de golpe
27 (6d8)
Velocidad
walk 30 ft.
Habilidades
Persuasion +5, Insight +4, Deception +5, Stealth +4, Investigation +5, Sleight of Hand +4, Perception +6
Sentidos
darkvision 60 ft.
Percepción pasiva
16
Idiomas
any two languages, Elvish
Desafío
1
FUE
10
+0
DES
15
+2
CON
10
+0
INT
12
+1
SAB
14
+2
CAR
16
+3

Rasgos

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.

Acciones

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.

Otros datos

description