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Monster

Selenelion Twin

Medium Humanoid · Chaotic Good

The Wild Beyond the Witchlight Page 241
Armor Class 14
Hit Points 33 (6d8 + 6)
Speed Walk 30 ft.
CR 2
STR 7 -2
DEX 18 +4
CON 13 +1
INT 12 +1
WIS 10 +0
CHA 17 +3

Traits

Fey Ancestry

The Selenelion twins, Gleam and Glister, have advantage on saving throws against being , and magic can't put them to sleep.

Regeneration

A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn't regenerate.

Twin Bond

While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions.

Actions

Dagger

Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 () Piercing damage.

Moon Ray (Gleam Only; 3/Day)

Ranged Spell Attack +5 to hit, range 60 ft., one creature. 12 () Radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sun Ray (Glister Only; 3/Day)

Ranged Spell Attack +5 to hit, range 60 ft., one creature. 12 () Radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Twin Sight (Recharges after a Short or Long Rest)

In her mind's eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires (as if on a spell).
Confirmation

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