14
33 (6d8 + 6)
walk 30 ft.
Dex +6, Cha +5
Acrobatics +8, Sleight of Hand +6, Stealth +6
darkvision 60 ft.
Common, Elvish
2
+2
The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can't put them to sleep.
A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn't regenerate.
While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a polymorph spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In her mind's eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires concentration (as if concentrating on a spell).