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Grace Pearlmaster in Dungeons & Dragons 5e

Grace Pearlmaster

Medium Mirran, Assistant, Lawful Good

Armor Class 15
Hit Points 11|44|88hp (11d8) 11d8
Speed: 30 ft

STR

14
( +2 )

DEX

12
( +1 )

CON

10
( +0 )

INT

14
( +2 )

WIS

12
( +1 )

CHA

8
( -1 )

Saving Throws DEX +6, WIS +3
Skills Stealth +6, Perception +3, Medicine +2
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Melee from Nonsilvered Attacks
Condition Immunities Poisoned, Exhaustion
Senses Bloodvision 60ft, Darkvision 60 ft, Passive Perception 13
Languages Serenity, Merani
Challenge Rating 7 Maybe
Proficiency Bonus +3

Ideals

Freedom for all.

Flaws

Can't have a child that she desires.


Blood Lust. Whenever a creature within 10 ft of grace starts bleeding she must make a wisdom saving throw with a dc of 10, on a failed save she must use her action on her next turn to take a bite attack with advantage against the creature.

Actions

Multiattack. Grace makes two attacks, only one of which can be a bite attack(She Avoids).   Nail. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and 8 (2d4 + 3) necrotic damage.

Reactions

Solar Charge. Using a reaction when taking fire damage, Grace gains resistance to fire damage for one single attack and roll a 6 on a d6 and chain a Solar Charge. The Charges can't exceed 6.   Misty Escape. Upon taking damage from a target within 5ft Grace can be briefly surrounded by silvery mist, they teleport up to 30 feet to an unoccupied space that they can see and have the option to make a nail attack with a disadvantage against an opponent within 5ft.

Legendary Actions

Starting with 4, Grace can take multiple legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Grace regains spent legendary actions by using Solar Charge.   Infernal Breath[1]. Grace can exhale destructive energy as an infernal blaze in a 15 ft cone. Each creature in the area of the exhalation must make a Dex saving throw. The dc is 12, with a failure dealing 3d6 fire damage, half as much on a successful one.   Fire Walker[2]. Grace moves 60ft in a single direction, all attacks of opportunity deal 1d6 fire damage to the attacker. All creatures within 5ft must make a Dex save of 12 or take 3d6 fire damage, including attackers.   Burning Kiss[3]. Grace erupts into a ball of fire centred on her. All creatures within a 20ft radius must make a Dex save of 12, or take 8d6 fire damage, half as much on a success. This damage is also directed at Grace who must make a con save instead.


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