Small unknown, Chaotic Evil
Armor Class 16 chain
Hit Points 65 (8d8 + 7)
Speed 35 ft., Walk 35 ft., Walk 35 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +6, WIS +5
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Deafened
Senses Truesight, Passive Perception 15
Languages Celestial
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Shortbow Snipe

Haste: 

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Shortbow +5 to hit, range 80/320 ft., 1 target.  (1d6 + 5) [Piercing] damage.

Bonus Actions

 

 
 
 
Compelled Duel
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
Divine Favor
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Bane
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Charm Person
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Misty Step
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Magic Weapon
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Description

A short/small unknown creature thats very intelligent and thats willing to shot anything that stops in its tracks

Zakurro

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