Medium humanoid (elf), Chaotic Good
| Armor Class | 14 |
|---|---|
| Hit Points | 33 (6d8 + 6) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 18 (+4) | 13 (+1) | 12 (+1) | 10 (+0) | 17 (+3) |
| Saving Throws | Cha +5, Dex +6 |
|---|---|
| Skills | Acrobatics +8, Sleight of hand +6, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Common, Elvish |
| Challenge | 2 |
The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can't put them to sleep.
A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn't regenerate.
While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions.
Melee or Ranged Attack Roll: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Ranged Spell Attack Roll: +5 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a polymorph spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ranged Spell Attack Roll: +5 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In her mind's eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires concentration (as if concentration on a spell).