17 (studded leather)
60 (11d8 + 11)
30 ft.
Dex +8, Wis +5, Cha +6
Acrobatics +8, Insight +5, Perception +5, Stealth +8
darkvision 60 ft.
Common, Abyssal, Elvish, Infernal
6
Sirius has advantage on saving throws against being charmed, and magic can't put him to sleep.
Moving through nonmagical difficult terrain costs Sirius no extra movement. He 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, Sirius has advantage on saving throws against plants that are magically created or manipulated to impede movement, such like those created by the entangle spell.
Sirius is a 10th-level bard. His spellcasting ability is Charisma (spell save DC 14). He can cast the following bard spells • Cantrips (at will): blade ward, dancing lights, message, true strike • 1st level (4 slots): charm person, cure wounds, feather fall, healing word • 2nd level (3 slots): detect thoughts, see invisibility, silence • 3rd level (3 slots): dispel magic, nondetection, major image • 4th level (3 slots): confusion, freedom of movement, greater invisibility • 5th level (1 slot): animate objects
Sirius makes two attacks with his swords or bow.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Ranged Weapon Attack: +10 to hit, range 150/400 ft., one target. Hit: 11 (1d8 + 7) piercing damage.
Any ally within 60 ft. of Sirius can add a d4 to one ability check, attack roll, or saving throw. A creature can only make use of this feature once a day.