AC 14 (scale)
HP 32 (5d8 + 10; bloodied 16)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Saving Throws Wis +5, Cha +3
Skills Arcana +5 (+1d4) Medicine +5, Insight +5, Persuasion +3, Religion +3 (+1d4)
Senses passive Perception 13
Languages Common, Vistani
Psionic Spellcasting. Saraz does not require components to cast her spells. In addition, when a cantrip or spell that she casts would deal radiant damage, she deals psychic damage instead.
Spellcasting. Saraz is a 5th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light , sacred flame , thaumaturgy
1st-level (4 slots): ceremony , detect evil and good , guiding bolt , healing word
2nd-level (3 slots): lesser restoration , zone of truth
3rd-level (2 slots): dispel magic , spirit guardians
ACTIONS
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit, Saraz can expend a spell slot to deal 7 (2d6) radiant damage, plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
Sacred Flame (Cantrip; V, S). One creature Saraz can see within 60 feet makes a DC 13 Dexterity saving throw , taking 9 (2d8) psychic damage on a failure. This spell ignores cover .
Guiding Bolt (1st-Level; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) psychic damage, and the next attack roll made against the target before the end of Saraz’s next turn has advantage .
Dispel Magic (3rd-Level; V, S). Saraz scours the magic from one creature, object, or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot, Saraz makes a Wisdom ability check (DC 10 + the spell’s level) for each one, ending the effect on a success.
Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround Saraz in a 10-foot radius for 10 minutes. Saraz can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain , and when a creature enters the area for the first time on a turn or starts its turn there, it makes a DC 13 Wisdom saving throw , taking 10 (3d6) psychic or necrotic damage (Saraz’s choice) on a failure or half damage on a success.
BONUS ACTIONS
Healing Word (1st-Level; V). Saraz or a living creature within 60 feet regains 5 (1d4 + 3) hit points. Saraz can’t cast this spell and a 1st-level or higher spell on the same turn.
Saraz Aquilah is a psion from a faraway land dressed in bright colored silks (like someone of nobility or great wealth). She is inquisitive and curious, making extensive notes about everything in Hengistbury and the surrounding countryside. She is naive about local customs and suspects that something odd is going on at one of the village’s stores—she could be right, but really needs to learn more. Saraz may be connected to the Vistani of the Queenswood in some way, but who can tell for sure?
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.