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Jeorna

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Jeorna guards the entrance to the Sacred Pool in the Emerald Grove during Act One.

“
You're testing my patience. Leave, unless you want to see my other face.
„
— Jeorna

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Jeorna is tasked with guarding the Rite of Thorns from interference. This ritual will seal the Grove from outsiders, forcing the tiefling refugees into the Wilderness to fend for themselves.

If Kagha Kagha is persuaded to turn against the shadow druids, Jeorna sits just outside the entrance to the Inner Sanctum.

If Minthara Minthara and her goblin hoard are defeated⁠defeated, Jeorna then moves near the winch that operates the Overgrown Portcullis.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Cure Wounds Cure Wounds (Action + Level 1 Spell Slot)
Healing: 1~8 + modifiers

Heal a creature you can touch.

Entangle Entangle (Action + Level 1 Spell Slot)

Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.

Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.

Heat Metal Heat Metal (Action + Level 2 Spell Slot)
Damage: 2~16
2d8Fire⁠Fire

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Disadvantage on Attack Roll Attack Rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage.
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8⁠Fire⁠Fire and force the creature to let go or receive Disadvantage.

Damage: 1~6

Make a melee attack with your equipped weapon.

Damage: 1~8
1d8Fire⁠Fire

A flame in your hand sheds a light in a 9 m (30 ft) radius and deals 1d8⁠Fire⁠Fire damage when thrown.

Throwing the flame immediately after you conjure it does not cost an  Action. Extinguishing or throwing it on subsequent turns costs an action. The throw has a range of 9 m (30 ft).

Take the shape of a Boar. It has 11 hit points 11 hit points.

While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores.

When your beast form drops to 0 hit points, you revert to your normal form.

Loot[edit section | visual editor]