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.
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