Medium Humanoid (Human), Neutral
Armor Class 13 (studded leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Skills Medicine +5, Nature +3, Perception +5
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. Larissa makes two attacks, using Vine Staff or Verdant Wisp in any combination.

Vine Staff. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) bludgeoning damage plus 2 (1d4) poison damage.

Verdant Wisp. Ranged Spell Attack: +5, range 90 ft. Hit: 10 (3d6) radiant damage.

Spellcasting. Larissa casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At Will: Druidcraft, Speak with Animals
2/Day Each: Entangle, Thunderwave
1/Day Each: Animal Messenger, Longstrider, Moonbeam

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Larissa can take a lair action to cause one of the following effects. She can't use teh same effect two rounds in a row.

  • Larissa commands her crew to attack. Make a melee weapon attack against one creature on the River Dancer, +2. On a hit, the creature takes 2d6 slashing damage.
  • Larissa inspires one creature aboard the River Dancer. The target gains advantage on the next roll they make.
  • Larissa heals one creature on her ship. One target she can see regains 1d4 + 3 hit points.
  • Stanimir can be activated to cast one of his spells.
Jude_Suchyta

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