Small Celestial, Lawful Good
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.

ted366

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