Jaheira

Medium Humanoid (Half-elf), Neutral

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

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

Spellcasting.

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

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.

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Jaheira

Source: Minsc and Boo's Journal of Villainy, p. 60 - Licenses and attribution