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Acoria Viridi

Medium Dragonborn Huntress , Chaotic Evil

Armor Class 16 (Armor of Fire Resistance, Hide)
Hit Points 120 (20d10+40)
Speed 30ft

STR
14 +2
DEX
19 +4
CON
14 +2
INT
15 +2
WIS
20 +5
CHA
15 +2

Saving Throws Strength Save +8, Dexterity Save +10
Skills Stealth +10, Perception +11, Insight +11, Deception +8
Damage Resistances Fire, Poison
Condition Immunities Frightened
Senses Passive Perception 21
Languages Common, Draconic, Undercommon
Challenge 8



Spellcasting. Acoria is a 20th level spellcaster. Her spellcasting ability is Wisdom (Spell Save DC 14, +9 to hit with spell attacks). Acoria has the following druid spells prepared:

1st Level. (4 Slots) Absorb Elements, Hail of Thorns, Hunter's Mark, Zephyr Strike
2nd Level. (3 Slots) Cordon of Arrows, Pass Without A Trace, Spike Growth
3rd Level. (3 Slots) Lightening Arrow, Protection from Energy
4th Level. (3 Slots) Conjure Woodland Beings
5th Level. (2 Slots) Wrath of Nature


Longbow of Warning. While the weapon is on her person, Acoria has advantage on initiative rolls. In addition, her and any of her companions within 30 feet of her can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens her and her companions within range if any of them are sleeping naturally when combat begins.

Feral Senses. When Acoria attacks a creature she can’t see, her inability to see it doesn’t impose disadvantage on her attack rolls against it. She is also aware of the location of any invisible creature within 30 feet of her, provided that the creature isn’t hidden from her and she isn’t blinded or deafened.

Medium Armor Master. Wearing medium armor doesn't impose disadvantage on Acoria's Dexterity (Stealth) checks.


Actions

Multiattack. Acoria has three attacks per action. Two with her bow, and one with Volley.

Longbow of Warning. Ranged Weapon Attack: +10 to hit, 150/600ft. range. One target per attack. Hit: 1d8+4 piercing damage.

Breath Weapon. Acoria exhales destructive poisonous energy in a 15ft. cone from herself. Each creature in the area must make a DC 15 Constitution saving throw, taking 10d6 poison damage on a failed save, and half as much damage on a successful one. Once she has already used this ability for the day, you must roll a 1d6 at the top of the round to see if she's able to use it again. On a roll of 5 or 6, she reacquires her breath weapon again for the next turn.

Volley. Acoria can use her action to make a ranged attack against any number of creatures within 10 feet of a point she can see within her weapon’s range. She must have ammunition for each target, as normal, and she makes a separate attack roll for each target.

Vanish. Acoria can use the Hide action as a bonus action on her turn. She also can’t be tracked by nonmagical means, unless she chooses to leave a trail.

Reactions

Stand Against The Tide. When a hostile creature misses Acoria with a melee attack, she can use her reaction to force that creature to repeat the same attack against another creature (other than itself) of her choice.


 

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