Armor Class
11, 16
Jaheira
Medium Humanoid · Neutral
Hit Points
150 (20d8 + 60)
Speed
Walk 30 ft.
CR
13
Traits
Fey Ancestry
Jaheira has advantage on saving throws against being , 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. 5 () Bludgeoning damage plus 21 () 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 () 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 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.