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Raezil
- STR
- 10 (+0)
- DEX
- 15 (+2)
- CON
- 10 (+0)
- INT
- 12 (+1)
- WIS
- 14 (+2)
- CHA
- 16 (+3)
On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Raezil has advantage on saving throws against being charmed, and magic can't put her to sleep.
Raezil deals an extra 7 (2d6) damage when she 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 hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll.
Actions
Raezil makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Source: The Wild Beyond the Witchlight, p. 193 - Licenses and attribution