14 (natural armor)
200 (16d12+96)
walk 40 ft.
Con +10, Wis +7, Cha +7
Insight +7, Perception +7
Auran, Common, Giant
11
Sansuri has advantage on Wisdom (Perception) checks that rely on smell.
Sansuri's innate spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: • At will: detect magic, fog cloud, light • 3/Day each: feather fall, fly, misty step, telekinesis • 1/Day each: control weather, gaseous form
Sansuri is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). She has the following wizard spells prepared: • Cantrips (at will): mage hand, mending, message, prestidigitation, ray of frost • 1st level (4 slots): identify, magic missile, shield, unseen servant • 2nd level (3 slots): arcane lock, gust of wind, invisibility • 3rd level (3 slots): haste, hypnotic pattern, lightning bolt • 4th level (3 slots): ice storm, stoneskin • 5th level (2 slots): Bigby's hand, wall of force • 6th level (1 slots): globe of invulnerability • 7th level (1 slots): Mordenkainen's sword
Sansuri tries to throw a Small or Medium creature within 10 feet of her. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Sansuri's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.
A magical aura of wind surrounds Sansuri. The aura is a 10-foot-radius sphere that lasts as long as Sansuri maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Sansuri gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.
Sansuri makes two spear attacks.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.