19 (+ 2 leather armor)
153 (18d8 + 72)
30 ft., fly 60 ft.
Dex +11, Int +9, Cha +10
Acrobatics +11, Athletics +9, Perception +7
darkvision 120 ft.
Common, Sylvan, Elvish
15
As a bonus action, Orchid can teleport up to 30 feet to an unoccupied space she can see.
Orchid's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: dancing lights, detect magic, faerie fire • 3/Day each: banishment, blur, charm person, counterspell, darkness, dispel magic, fear • 1/Day each: dimension door, dominate person, fireball
The Orchid has advantage on saving throws against spells and other magical effects.
Orchid's weapon attacks are magical.
While in dim light or darkness, Orchid can take the Hide action as a bonus action.
Orchid makes three attacks with her sword.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Her sword drips with honey and some of it sticks to a creature she hits. If she is successful with a hit, she has advantage on all further sword attacks against that target.