Monster
Jaheira
Outside your table’s allowed sources
Official reference · MaBJoV · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 11, 16
- Hit points
- 150 (20d8 + 60)
- Speed
- Walk 30 ft.
- Challenge rating
- 13
- Alignment
- Neutral
- Strength
- 14
- Dexterity
- 12
- Constitution
- 16
- Intelligence
- 12
- Wisdom
- 20
- Charisma
- 15
- Passive Perception
- 20
- Saving Throws
- con: +8; wis: +10
- Skills
- medicine: +10; nature: +6; perception: +10
- Senses
- darkvision 60 ft.
- Languages
- Common, Druidic, Elvish, Sylvan
Traits
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 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.
Jaheira casts ones of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
At will: barkskin, druidcraft, poison spray, produce flame, shillelagh
2/day each: animal messenger, commune with nature (as an action), entangle, speak with animals
1/day each: heal, heroes' feast, stoneskin