Sources
CR
Type
Size
Alignment
Movement

Samira Arah

Medium Humanoid (elf), Neutral

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages, Elvish
Challenge 1 (200 XP)

Traits

Cunning Action. On each of its turns, Samira can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Samira 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 the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Fey Ancestry. Samira has advantage on saving throws against being charmed, and magic can't put Samira to sleep.

Actions

Multiattack. Samira makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.