12
27 (6d8)
walk 30 ft.
persuasion +5, insight +4, deception +5, stealth +4, investigation +5, sleight of hand +4, perception +6
darkvision 60 ft.
any two languages, Elvish
1
+2
On each of its turns, Samira can use a bonus action to take the Dash, Disengage, or Hide action.
Samira deals an extra 7 (2d6) 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 Samira that isn't incapacitated and Samira doesn't have disadvantage on the attack roll.
Samira has advantage on saving throws against being charmed, and magic can't put Samira to sleep.
Samira 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.