19 (studded leather armor)
152 (16d8 + 80)
walk 80 ft., fly 40 ft.
Dex +12, Con +10, Wis +8
Acrobatics +12, Perception +13, Stealth +17
acid, fire, lightning, cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
poison
frightened, grappled, paralyzed, poisoned, prone, restrained
darkvision 120 ft.
Abyssal, Common, Infernal, Undercommon
15
+5
Jourrael can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they end their turn inside an object.
Jourrael deals an extra 35 (10d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of Jourrael that isn't incapacitated and Jourrael doesn't have disadvantage on the attack roll.
Jourrael's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
If Jourrael is reduced to 0 hit points, they do not fall unconscious but become an incorporeal spirit for 24 hours. During this time, Jourrael can't return to their original form until they return to full hit points. In this form, they are invisible, can't attack or interact with corporeal creatures or objects, and can't be targeted by spells. After 24 hours have passed, Jourrael regains 1 hit point and returns to their original form with four levels of exhaustion.
Jourrael makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Ranged Weapon Attack: +12 to hit, range 60/120 ft., one target. Hit: 9 (1d4 + 7) piercing damage.
Jourrael can take the Dash, Disengage, or Hide action.
Jourrael manifests three illusory duplicates that hover in her space. Each time a creature targets Jourrael with an attack, roll a d20 to see if it hits one of the duplicates. If there are three duplicates, a duplicate is targeted on a roll of 6 or higher. With two duplicates, a duplicate is targeted on a roll of 8 or higher. A single duplicate is targeted on a roll of 11 or higher. A duplicate's AC is 17, and it is destroyed if hit. Jourrael can hide the duplicates as a bonus action.