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Thirza is often referred to as mother nature. She is a warm being who controls the plants that dwell within the realm. She is one most farmers call to for guidance. Sometimes she is able to listen and help.
The Symbol of Thirza is a plant that is often harvested to use for meals, potions, elixirs, and more.
Special Equipment. Sasha wears a magic gown that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).
Spellcasting. Sasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
Cantrips (at will): mage hand, toll the dead, [spell]chill touch/spell]
1st level (4 slots): cure wounds, cause fear, shield, silent image
2nd level (3 slots): phantasmal force, ray of enfeeblement, invisibility, mirror image
3rd level (3 slots): fear, counterspell, major image, summon shadowspawn
4th level (3 slots): summon aberration, phantasmal killer
Multiattack. Sasha makes three Necrotic Strike attacks or two claw attacks
Necrotic Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5) necrotic damage.
Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.
Sing (5/day) Sasha releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the her song for the next 24 hours.
As a bonus action the siren can move the charmed targets 10ft closer to them.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail. Sasha releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.
Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Hunters from The Hunter's Guild were tasked to investigate the killings happening on a farm. They were not seen since they left the guild.