AC
13
Initiative
+3 (13)
HP
38
(11d6)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +5 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 15 | +2 | +2 |
| CHA | 14 | +2 | +4 |
Skills
Perception +6, Stealth +7
Resistances
Radiant
Immunities
Exhaustion, Frightened
Senses
Passive Perception 16
Languages
Celestial, Telepathy
CR
2 (XP 450; PB +2)
Actions
Multiattack. The skirmisher makes two Celestial Rapier attacks.
Celestial Rapier. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage plus 3 (1d6) Radiant damage.
Spellcasting. The skirmisher casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:
At Will: Dancing Lights
1/Day Each: Detect Thoughts, Invisibility
Reactions
Fleet Escape. When a creature ends its turn within 5 feet of the skirmisher, the skirmisher can move up to half its speed. This movement doesn't provoke opportunity attacks.
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