Medium Humanoid (Human), Chaotic Good
Armor Class 15 Astral Halo
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws WIS +5, CHA +4
Skills Arcana +3, Insight +5, Persuasion +4
Senses Passive Perception 13
Languages Celestial, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Astral Halo. While Saerthe is wearing no armor and wielding no shield, their AC includes their Wisdom modifier. In addition, a creature that hits Saerthe with a melee attack while within 5 feet of them takes 9 (2d8) force damage.

Innate Spellcasting. Saerthe's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At will: detect magic, guidance, light, thaumaturgy

3/day each: bless, guiding bolt, healing word, hold person

1/day each: augury, scrying

Actions

Eldritch Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage.

Reactions

Astral Insight (3/Day). When Saerthe or a creature they can see makes an attack roll, a saving throw, or an ability check, Saerthe can cause the roll to be made with advantage or disadvantage.

Description

Despite their extravagant showboating, Saerthe Abizjn (pronounced SAIR-th ah-bih-ZEEN) remains as mysterious as the isle of Nimbral from which they hail. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing them to see magical auras.

Saerthe’s quick wit and sharp tongue provide them with an inexhaustible supply of jabs and quips (though never mean-spirited), accompanied to great effect by their natural talent with illusory magic. Saerthe’s white skin is so pale as to be almost translucent, and their blonde hair is worn in a fashionable, immaculately manicured pompadour.

dostovie

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