Samira Arah

Medium humanoid (elf), Neutral

Armor Class

12

Hit Points

27 (6d8)

Speed

walk 30 ft.

Skills

persuasion +5, insight +4, deception +5, stealth +4, investigation +5, sleight of hand +4, perception +6

Senses

darkvision 60 ft.

Languages

any two languages, Elvish

Challenge

1

Proficiency Bonus

+2

Cunning Action

On each of its turns, Samira can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn)

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.

Fey Ancestry

Samira has advantage on saving throws against being charmed, and magic can't put Samira to sleep.

Actions

Multiattack

Samira makes two melee attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.