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.