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Monster

Jaheira

Medium Humanoid · Neutral

Minsc and Boo's Journal of Villainy Page 60
Armor Class 11, 16
Hit Points 150 (20d8 + 60)
Speed Walk 30 ft.
CR 13
STR 14 +2
DEX 12 +1
CON 16 +3
INT 12 +1
WIS 20 +5
CHA 15 +2

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.
Confirmation

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