Arcana +4, Insight +4, Stealth +5, Deception +5
passive Perception 12
Silent Step. Seren has advantage on Dexterity (Stealth) checks made to move silently.
Magic Resistance. Seren has advantage on saving throws against spells and other magical effects.
Flame in the Dark (Recharges after Short or Long Rest). When Seren is reduced to half her hit points or fewer, she can wreathe herself in ghostly silver fire for 1 minute. While aflame, her melee weapon attacks deal an extra 1d6 fire damage, and she has resistance to all damage except force, psychic, and radiant.
Twin Blades of Severance. Her ceremonial daggers ignore resistance to slashing damage from nonmagical attacks and deal an extra 1d6 force damage to summoned or bound creatures.
Multiattack. Seren makes two melee attacks with her Twin Daggers of Severance.
Twin Daggers of Severance. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage plus 3 (1d6) force damage.
Binding Ward (Recharge 5–6). Seren targets a creature she can see within 30 feet. The creature must succeed on a DC 13 Wisdom saving throw or be magically restrained by silver chains of light for 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Spiritfire Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage, and the target can’t take reactions until the start of its next turn.
Deflect Strike. When a creature Seren can see hits her with a melee attack, she can use her reaction to reduce the damage by 1d8 + 3.