MOD | SAVE | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 20 | +5 | +8 |
CON | 16 | +3 | +3 |
MOD | SAVE | ||
INT | 14 | +2 | +5 |
WIS | 12 | +1 | +4 |
CHA | 16 | +3 | +3 |
Legendary Resistance (1/Day). If Lily fails a saving throw, she can choose to succeed instead. Evasion. If Lily is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Lily instead takes no damage if she succeeds on the save and only half damage if she fails. She can't use this trait if she has the Incapacitated condition. Guild Vigilante. Lily has advantage on Investigation and Insight checks related to organized crime. She also has advantage on attack rolls against creatures that are surprised or unaware of her.
Multiattack. Lily makes two attacks with Vinegrasp. Vinegrasp (Magical Whip). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 ( 1d6+7 ) slashing damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be Restrained until the end of Lily’s next turn. Reaping Strike (Recharge 1d6>=5 ). Dexterity Saving Throw: DC 16, each creature 10 feet around Lily. Failure: 18 ( 4d6+4 ) slashing damage and creature is knocked prone. Success: Half damage.
Cunning Action. Lily can take the Dash, Disengage, or Hide action as a bonus action.
Uncanny Dodge. Trigger: Melee or Ranged Attack. Effect: Lily only takes half damage. Shadow Step Trigger: Lily is inside of a shadow. Effect: Lily can teleport up to 30 feet to another shadow.