Health Levels. Each time a retainer is hit by an attack, they make a Constitution saving throw. The DC is the average damage from the attack. If they succeed, they take no damage. If they fail, they lose one health level per die of damage from the attack. If they lose their final health level, they drop unconscious and use the normal rules for dying.
Earth Walk. Astarte can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. Astarte can cast the pass without trace spell once with this trait, requiring no material components, and Astarte regain the ability to cast it this way when you finish a long rest. Constitution is Astarte's spellcasting ability for this spell.
SIGNATURE ATTACK: Eldritch Blast: +6 to hit, reach 120 ft., one target. Hit: 6 (1d10) force damage.
SPECIAL ACTIONS
3RD-LEVEL (3/DAY): Sand Form. Astarte and her master become beings of shifting sand. Their bodies becomes blurred, shifting and wavering to all who can see them. For the duration, any creature has disadvantage on attack rolls against them. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
5TH-LEVEL (3/DAY): Uncertain Footing. Astarte makes a signature attack. On a hit, the target is restrained by stone. It can make a Strength (Athletics) or Dexterity (Acrobatics) check on its turn to escape. If it escapes, the stone crumbles to dust.
7TH-LEVEL (3/DAY): Dao’s Wrath. Astarte stomps the ground, dislodging two large pieces of earth, and kicks them toward a target within 30 feet creating a 10 foot square of difficult terrain where they land. The target must make a Dexterity saving throw or take 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
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