Medium Celestial, Neutral Good
Armor Class 16 (21 with barkskin)
Hit Points 177 (15d12 + 80)
Speed 30 ft.
STR
10 (+0)
DEX
22 (+6)
CON
16 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Elvish, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. Daphne's innate spellcasting ability is Charisma (spell save DC 14). Daphne can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry, hunter’s mark

1/day each: barkskin, pass without trace, heal

Magic Resistance. Daphne has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. Daphne can communicate with beasts and plants as if they shared a language.

Return to Dormancy (1/day).  If Daphne reaches zero hit points, her avatar fades. If the wielder of Daphne, Knight of Melora rolls a natural 20 on an attack, the Avatar of Daphne re-emerges with 85 Hit Points.

Actions

Multiattack. Daphne makes two weapon attacks.

Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) radiant damage.

Summon Treant (1/Day). Daphne may summon one or two treants to her side.  The called treants arrive in 1d4 rounds, acting as allies of Daphne and obeying her spoken commands. The treants remain for 1 hour, until Daphne reaches zero Hit Points, or until the Daphne dismisses them as a bonus action.

Habitat: Forest

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