Skip to the adventure
Creatures

Drowned Saint Orra

The protective memory of a flood saint, trapped inside a predatory procession and able to guide heroes through ritual gestures.

Creature profile

Type Large celestial spirit
Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 30 ft., swim 50 ft.
Ability Scores STR 18, DEX 12, CON 16, INT 14, WIS 18, CHA 17
Saves and Skills Wisdom +7, Charisma +6; Insight +7, Religion +5
Senses truesight 30 ft., passive Perception 14
Languages all languages she knew in life; telepathy 60 ft.
Challenge 5 (1,800 XP)

Traits

Bound Memory. Orra cannot fall below 1 hit point while the Procession Echo is hidden. True Gesture. A creature that copies Orra’s inward pointing gains advantage on one check to expose the Echo.

Actions

Multiattack. Two Wave Staff attacks. Wave Staff. Melee Spell Attack: +7 to hit, reach 10 ft. Hit: 13 (2d8 + 4) radiant damage. Part the Mist. Recharge 5-6; a 30-foot cone deals 18 (4d8) cold damage, DC 15 Constitution save for half, and reveals invisible spirits for one round.

Tactics and roleplaying

While bound, Orra attacks only anyone threatening pilgrims, then points toward the correct shrine. Once the Echo is exposed, she aids the party. Completing the true prayer causes her to kneel and end combat immediately.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

← Back to the Compendium