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Saocht

Medium Any medium humanoid, Ope Activist, Chaotic Good

Armor Class 15 (Studded Armor)
Hit Points 120
Speed: 35 ft Climb: 35 ft

STR

9
( -1 )

DEX

16
( +3 )

CON

16
( +3 )

INT

13
( +1 )

WIS

19
( +4 )

CHA

10
( +0 )

Saving Throws Wisdom d20+9 , Intelligence d20+6 , Dexterity d20+3 , Constitution d20+2
Skills Animal Handling d20+9 , Athletics d20+4 , Nature d20+6 , Perception d20+9 , Survival d20+9
Damage Resistances Charmed, plants that are magically created or manipulated to impede movement
Damage Immunities Magic can't put to sleep
Condition Immunities Prone
Senses 19 passive Perception, 11 passive Investigation, 14 passive Insight
Languages Common, Druidic, Elvish

Description

Saocht is the leader of the Ope group The Forgotten (la 'chlia'muro). She is a strong and inspiring leader who suffers no compromise in her quest for liberty for her people.   Personality Traits I judge people by their actions, not their words. I’m confident in my own abilities and do what I can to instill confidence in others.

Ideals

Respect. People deserve to be treated with dignity and respect. (Good)

Flaws

I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure

Wisdom +4 Modifier, Spell Attack d20+9 , Save DC 17

At will: Druid Craft, Mold Earth, Produce Flame, Resistance, Thunderclap

1/day: Transport via Plants, Reverse Gravity, Animal Shapes

2/day: Commune with Nature, Conjure Elemental, Scrying, Transmute Rock, Wall of Stone

3/day:
  1. Absorb Elements, Earth Tremor, Good Berry
  2. Animal Messenger, Earthbind, Mirror Image, Misty Step, Moon beam
  3. Call Lightning, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk
  4. Control Water, Freedom of Movement, Hallucinatory Terrain, Polymorph, Stoneskin


  • As an action Saocht can magically assume the shape of a beast that she has seen before twice per short rest.
  • Moving through nonmagical difficult terrain costs no extra movement. Saocht can also pass through nonmagical plants without being slowed and without taking damage if they have thorns, spines or similar hazard.
  • When a beast or plant creature attacks they must make a Wisdom DC 17 saving throw. On failure it must choose a different target or attack automatically misses. On success the creature is immune to this effect for 24 hours.

Actions

Quarterstaff. Melee Weapon Attack: d20+4 to hit, reach 5ft., one target. Hit: 1d8+2 bludgeoning damage


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