Selenelion Twin

Medium humanoid (elf), chaotic good

Armor Class

14

Hit Points

33 (6d8 + 6)

Speed

walk 30 ft.

Saves

Dex +6, Cha +5

Skills

Acrobatics +8, Sleight of Hand +6, Stealth +6

Senses

darkvision 60 ft.

Languages

Common, Elvish

Challenge

2

Proficiency Bonus

+2

Fey Ancestry

The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can't put them to sleep.

Regeneration

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.

Twin Bond

While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions.

Actions

Dagger

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Moon Ray (Gleam Only; 3/Day)

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.

Sun Ray (Glister Only; 3/Day)

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.

Twin Sight (Recharges after a Short or Long Rest)

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).