Medium humanoid (human), Neutral Good
| Armor Class | 12 |
|---|---|
| Hit Points | 27 (6d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 16 |
| Languages | any two languages |
| Challenge | 1 |
On each of its turns, Amanisha can use a bonus action to take the Dash, Disengage, or Hide action.
Amanisha deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Amanisha that isn't incapacitated and Amanisha doesn't have disadvantage on the attack roll.
Amanisha makes two melee attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Attack Roll: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.