Fey Ancestry. Jaheira has advantage on saving throws against being charmed, and magic can't put Jaheira to sleep.
Spellcasting. Jaheira casts ones of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
At will: barkskin, druidcraft, poison spray, produce flame, shillelagh
1/day each: heal, heroes' feast, stoneskin
2/day each: animal messenger, commune with nature (as an action), entangle, speak with animals
Multiattack. Jaheira makes three Quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:5 (1d8 + 5) bludgeoning damage plus 21 (6d6) thunder damage.
Cleansing Plague (Recharge). Jaheira targets a creature she can see within 60 feet and causes a swarm of flying insects to cover the creature. The creature must make a DC 18 Constitution saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one. If the target fails their saving throw they are also blinded until the end of their next turn.
Mighty Summons (1/Day). Jaheira summons three CR 2 Beasts or six CR 1 Beasts. These summoned creatures have maximum hit points and the damage they inflict is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Jaheira is a half-elf druid and an experienced leader within the organization known as the Harpers. She originally traveled to the Sword Coast with Khalid, her husband and fellow Harper, to investigate the Iron Crisis of 1368 DR on behalf of the secretive organization. Khalid was killed during the mission and Jaheira has never remarried. Although harsh and somewhat abrasive, Jaheira is fiercely loyal to the Harpers.