Scarlett Myrr

Medium humanoid (half-elf), chaotic good

Armor Class

17 (+1 leather armor)

Hit Points

119 (14d8 + 56)

Speed

30 ft.

Saves

Con +8, Wis +8, Cha +9

Skills

Insight +8, Perception +8, Stealth +9, Survival +8

Senses

darkvision 60 ft.

Languages

Sylvan, Elvish, Common

Challenge

9

Fey Ancestry

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

Land's Stride

Moving through nonmagical difficult terrain costs her no extra movement. She can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, she also has advantage on saving throws against plants that are magically created or manipulated to impede movement.

Spellcasting

Scarlett is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following ranger spells • 1st level (4 slots): animal friendship, cure wounds, hunter's mark, speak with animals • 2nd level (3 slots): animal messenger, beast sense, pass without trace • 3rd level (3 slots): conjure barrage, speak with plants, water breathing • 4th level (1 slot): conjure woodland beings

Vanish

Scarlett can use the Hide action as a bonus action on her turn. Also, she can't be tracked by nonmagical means, unless she chooses to leave a trail.

Actions

Multiattack

Scarlett makes two attacks.

Sword of Myrr

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing damage plus 5 (1d10) radiant damage.

+2 Longbow

Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage.