Medium Humanoid, Chaotic Neutral
Armor Class 15 Leather
Hit Points 33 (4d8 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +6, INT +5
Damage Resistances Cold
Senses Passive Perception 11
Languages Common, Draconic, Primordial, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Feat: Ritual Caster. Astrid has a ritual book which she can use to cast the following wizard spells as rituals: Find Familiar and Identify.

Breath Weapon (1/Short Rest). Astrid can use her action to exhale destructive energy. It deals damage in an area according to her ancestry. When Astrid uses her breath weapon, all creatures in the area must make a saving throw, the type of which is determined by her ancestry. The DC of this saving throw is 12. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The breath deals cold damage in a 15 ft. cone and requires a Constitution saving throw.

Sneak Attack. Once per turn, Astrid can deal an additional 2d6 damage if she has advantage on the attack roll or another enemy of the target is within 5 ft. of the target, the enemy is not incapacitated, and Astrid does not have disadvantage on the attack roll.

Cunning Action. Astrid can take the Dash, Disengage, or Hide action as a bonus action.

Ear for Deceit. Whenever Astrid makes a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. 

Eye for Detail. Astrid can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. 

Insightful Fighting. Astrid has the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, Astrid can make a Wisdom (Insight) check against a creature she can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If Astrid succeeds, she can use her Sneak Attack against that target even if she doesn’t have advantage on the attack roll, but not if she has disadvantage on it. This benefit lasts for 1 minute or until she successfully uses this feature against a different target. 

Actions

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d6 + 4) piercing damage. 

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d4 + 4) piercing damage. 

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d4 + 4) piercing damage. 

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 1 target. Hit: (1d6 + 4) piercing damage.

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