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Jaheira

Medium humanoid (half-elf), Neutral

Armor Class 11

Hit Points 150 (20d8 + 60)

Speed 30 ft.

STR 14 (+2)
DEX 12 (+1)
CON 16 (+3)
INT 12 (+1)
WIS 20 (+5)
CHA 15 (+2)

Saving Throws CON +8, WIS +10

Skills Medicine +10, Nature +6, Perception +10

Senses darkvision 60 ft., passive Perception 20

Languages Common, Druidic, Elvish, Sylvan

Challenge 13

Fey Ancestry. Jaheira has advantage on saving throws against being charmed, and magic can't put Jaheira to sleep.

Actions

Multiattack. Jaheira makes three Quarterstaff attacks.

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 5) bludgeoning damage plus 21 (6d6) thunder damage.

Cleansing Plague (Recharge 5–6). Jaheira targets a creature she can see within 60 feet and causes a swarm of flying insects to cover the creature. The creature must make a DC 18 Constitution saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one. If the target fails their saving throw they are also blinded until the end of their next turn.

Bonus Actions

Mighty Summons (1/Day). Jaheira summons three CR 2 Beasts or six CR 1 Beasts. These summoned creatures have maximum hit points and the damage they inflict is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Source

MaBJoV, p. 60