15 (studded leather armor)
78 (12d8 + 24)
walk 30 ft.
dex +6, int +4
deception +3, stealth +9, acrobatics +6, perception +3
poison
Thieves' cant plus any two languages
8
+3
During its first turn, Diva Luma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Diva Luma scores against a surprised creature is a critical hit.
If Diva Luma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Diva Luma instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Diva Luma deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Diva Luma that isn't incapacitated and Diva Luma doesn't have disadvantage on the attack roll.
Diva Luma makes two high-heeled shoe attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.