12
27 (6d8)
walk 30 ft.
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
darkvision 60 ft.
Common, Elvish
1
+2
On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Raezil has advantage on saving throws against being charmed, and magic can't put her to sleep.
Raezil deals an extra 7 (2d6) damage when she 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 hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll.
Raezil makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.