Medium Humanoid (Human), Chaotic Neutral
Armor Class 20 (+3 leather armor)
Hit Points 123 (19d8 + 38)
Speed 30 ft.
STR
12 (+1)
DEX
22 (+6)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +11, WIS +8
Skills Acrobatics +11, Athletics +6, Deception +14, Persuasion +8, Sleight of Hand +11, Stealth +16
Senses Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Equipment. Azura wears +3 leather armor, a bracer of flying daggers (see appendix A), a cloak of invisibility. She wields a rapier, +3.

Evasion. If she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Azura instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can’t use this trait if she’s incapacitated.

Stromkirk Lineage. Azura has advantage on saving throws against being charmed, and magic can’t put her to sleep. 

Innate Spellcasting. Azura's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Legendary Resistance (1/Day). If Azura fails a saving throw, she can choose to succeed instead.

Sneak Attack (1/Turn). Azura deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Azura's that isn’t incapacitated and Azura doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Azura makes three attacks with her rapier +3 or two attacks with daggers created by her bracer of flying daggers.

+3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage.

Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Reactions

Stromkirk Rebuke. Azura scowls and flings a gout of flames into the face of an enemy who damaged her. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful save.

Riposte. When a creature that Azura can see misses her with a melee attack, she can use her reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 8 damage from the weapon.

Legendary Actions

Azura can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azura regains spent legendary actions at the start of his turn.

Quick Step. Azura moves up to her speed without provoking opportunity attacks.

Attack (Costs 2 Actions). Azura makes one attack with her rapier +3 or two attacks with daggers created by her bracer of flying daggers.

Monster Tags: elf

XtheZ

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