THE SHARED REFERENCE Adventurer

Monster

Samira Arah

Outside your table’s allowed sources

Official reference · JttRC · 2014

Creature type
Humanoid
Size
Medium
Armor class
12
Hit points
27 (6d8)
Speed
Walk 30 ft.
Challenge rating
1
Alignment
Neutral
Strength
10
Dexterity
15
Constitution
10
Intelligence
12
Wisdom
14
Charisma
16
Passive Perception
16
Skills
deception: +5; insight: +4; investigation: +5; perception: +6; persuasion: +5; sleight of hand: +4; stealth: +4
Senses
darkvision 60 ft.
Languages
any two languages, Elvish

Traits

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.

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.

Quick preview