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Monster

Diva Luma

Medium Humanoid · Lawful Neutral Chaotic NY Evil

Journeys through the Radiant Citadel Page 71
Armor Class 15
Hit Points 78 (12d8 + 24)
Speed Walk 30 ft.
CR 8
STR 11 +0
DEX 16 +3
CON 14 +2
INT 13 +1
WIS 11 +0
CHA 10 +0

Traits

Assassinate

During its first turn, Diva Luma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Diva Luma scores against a creature is a critical hit.

Evasion

If Diva Luma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Diva Luma instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn)

Diva Luma deals an extra 14 () 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 Diva Luma that isn't and Diva Luma doesn't have disadvantage on the attack roll.

Actions

Multiattack

Diva Luma makes two high-heeled shoe attacks.

High-Heeled Shoe

Melee Weapon Attack +6 to hit, reach 5 ft., one target. 6 () Piercing damage.

Light Crossbow

Ranged Weapon Attack +6 to hit, range 80/320 ft., one target. 7 () Piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 () Poison damage on a failed save, or half as much damage on a successful one.
Confirmation

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