Shasskor



NATURE SPIRITSThe presence of souls is well known, however, scholars debate how and why these manifestations of being exists. A popular theory is that there is some form of persistent energy throughout the universe that latches onto complex systems and give them life. The more complex the system, the stronger the soul. Naturally, the innate complexity of animal life gives them a strong soul, but animal life isn’t the only form of complex system. This energy reacts with things such as river systems, large fires, trees, machinery and wind currents. Simples systems, such as flowers, puddles, campfires, catapults and simple winds barely have a soul, and is rarely even aware of their own existence and completely lacking in intelligence, simply being present. However, as these spirits become stronger they become self-aware, intelligent, and possibly even manifest bodies outside of the original system. It is unknown why these nature spirits usually take the form of women. Researchers have hypothesised that the default state of life is female. Regardless of complexity, if the spirit is killed, it’s system will die or be destroyed. Vice versa if the system is destroyed. These spirits are shy in nature and rarely reveal their presence. Their spirit is linked to their system and cannot travel too far from it. The distance depends on the type of spirit and the complexity of the system. However, they still like to explore their environment and sometimes charms humanoids and beats to please themselves and tend to their system. Yet these systems can become far grander and more complex, and with them, the spirits become more intelligent and powerful with them. The most powerful of these are known as Nymph Doyennes.DRYADSDryads (found in the Monster Manual) are spirits of plants. Dryads are known to form from old oaks, but are in truth known to be formed from any great tree. They typically become doyennes from great trees such as redwood trees or connected birch forests. The spirit normally hibernates within the tree during the winter. These plant spirits look like beautiful elven women, though their hair and skin changes colour through the seasons.FOTIASFotias are nature spirits of fire. They usually become capable of manifesting a separate nature spirit with fires the size of large housefires or great bonfires. They usually become doyennes at the stage of great forest-fires or the lava of active volcanoes. Due to the nature of fire, these nature spirits are short-lived and thus very aggressive in their attempts to stay alive, trying to spread their fire as much as possible. These nature spirits look like beautiful young women, however, instead of hair they have tendrils of salamanders, and the same skin as well.MINIKHASMinikhas are nature spirits of machines. Manifestations of these machine spirits normally appear from machinery such as intricate clockwork and advanced machinery. minikha doyennes would assumingly form from machinery such as supercomputers or cities of interconnected clockwork, however, such technological marvels have never been seen, if they exist at all. These machine spirits take the form of beautiful maidens of metal with traits similar to that of dwarves in appearance.NAIADSNaiads are spirits of water. These nymphs are typically known to live in river systems, typically because only rivers are complex enough to give rise to a manifesting nature spirit. The only thing greater would be oceans, at which point they become a doyonne. Much like dryads, the naiad is mostly indistinguishable from an elf. However, the naiad takes the form of a beautiful sea elf shaped out of water.SYLPHSSylphs are spirits of clouds and winds. Little is known about these spirits, as the majority of them are formed from clouds and great winds high up in the atmosphere. Occasionally though, tornadoes form on the ground, giving form to manifestations of sylphs. Nymph doyennes are normally the spirits of great wind currents or great storms. Sylphs normally takes the shape of beautiful young human women. Though their skin look smooth, if you look closely, it’s clear that it is made out of cloud.FOTIAMedium fey, neutralArmour Class 13Hit Points 22 (5d8)Speed 30 ft.STRDEXCONINTWISCHA10 (+0)16 (+3)11 (+0)14 (+2)15 (+2)18 (+4)Skills Perception +4, Stealth +7Senses darkvision 60 ft., passive Perception 14Languages Elvish, IgnisChallenge 1 (200 xp)Innate Spellcasting. The fotia’s innate spellcasting ability is Charisma (spell save DC 14, spell bonus +6). The fotia can innately cast the following spells, requiring no material components:At will: dancing lights3/day each: faerie fire, guidance1/day each: hellish rebuke, pass without trace, produce flameMagic Resistance. The fotia has advantage on saving throws against spells and other magical effects.Speak with Flame. The fotia can communicate with flames and fire elementals as if they shared a language.Flame Stride. Once on her turn, the fotia can use 10 feet of her movement to stride into any fire within her reach and emerge from a fire within 60 feet of the stride. The fotia treats the fires as portals. Both fires must be large or bigger.ActionsClub. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.Fey Charm. The minikha targets one humanoid or beast that she can see within 30 feet of her. If the target can see the minikha, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the minikha as a trusted friend to be heeded and protected. Although the target isn’t under the minikha’s control, it takes the minikha’s requests or actions in the most favourable way it can. Each time the minikha or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the minikha dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the minikha’s Fey Charm for the next 24 hours. The minikha can have no more than one humanoid and up to three beasts charmed at a time.MINIKHAMedium fey, neutralArmour Class 13 (16 with mage armor)Hit Points 22 (5d8)Speed 30 ft.STRDEXCONINTWISCHA10 (+0)16 (+3)11 (+0)14 (+2)15 (+2)18 (+4)Skills Perception +4, Stealth +7Senses darkvision 60 ft., passive Perception 14Languages Elvish, MechanicanChallenge 1 (200 xp)Innate Spellcasting. The minikha’s innate spellcasting ability is Charisma (spell save DC 14). The minikha can innately cast the following spells, requiring no material components:At will: thaumaturgy3/day each: grease, false life1/day each: mage armor, pass without trace, magic weaponMagic Resistance. The minikha has advantage on saving throws against spells and other magical effects.Speak with Construct and Machine. The minikha can communicate with constructs and other mechanisms as if they shared a language.Gear Stride. Once on her turn, the minikha can use 10 feet of her movement to stride into any mechanism within her reach and emerge from a mechanism within 60 feet of the stride. The minikha treats the mechanisms as portals. Both mechanisms must be Large or bigger.ActionsClub. Melee Weapon Attack: +2 to hit or +3 to hit with magic weapon, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage or 3 (1d4 + 1) bludgeoning damage with magic weapon.Fey Charm. The minikha targets one humanoid or beast that she can see within 30 feet of her. If the target can see the minikha, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the minikha as a trusted friend to be heeded and protected. Although the target isn’t under the minikha’s control, it takes the minikha’s requests or actions in the most favourable way it can. Each time the minikha or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the minikha dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the minikha’s Fey Charm for the next 24 hours. The minikha can have no more than one humanoid and up to three beasts charmed at a time.NAIADMedium fey, neutralArmour Class 13Hit Points 22 (5d8)Speed 30 ft.STRDEXCONINTWISCHA10 (+0)16 (+3)11 (+0)14 (+2)15 (+2)18 (+4)Skills Perception +4, Stealth +7Senses darkvision 60 ft., passive Perception 14Languages Elvish, AquanChallenge 1 (200 xp)Innate Spellcasting. The naiad’s innate spellcasting ability is Charisma (spell save DC 14, spell bonus +6). The naiad can innately cast the following spells, requiring no material components:At will: minor illusion3/day each: create or destroy water, purify food and drink1/day each: enhance ability, pass without trace, poison sprayMagic Resistance. The naiad has advantage on saving throws against spells and other magical effects.Speak with Fish and Aquatic Life. The naiad can communicate with fish and other aquatic life as if they shared a language.Aqua Stride. Once on her turn, the naiad can use 10 feet of her movement to dive into any body of water within her reach and emerge from water within 60 feet of the dive. The naiad treats the water as portals. Both waters must be Large or bigger.ActionsClub. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.Fey Charm. The naiad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the naiad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the naiad as a trusted friend to be heeded and protected. Although the target isn’t under the naiad’s control, it takes the naiad’s requests or actions in the most favourable way it can. Each time the naiad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the naiad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the naiad’s Fey Charm for the next 24 hours. The naiad can have no more than one humanoid and up to three beasts charmed at a time.SYLPHMedium fey, neutralArmour Class 13Hit Points 22 (5d8)Speed 30 ft., fly 15 ft.STRDEXCONINTWISCHA10 (+0)16 (+3)11 (+0)14 (+2)15 (+2)18 (+4)Skills Perception +4, Stealth +7Senses darkvision 60 ft., passive Perception 14Languages Elvish, AuranChallenge 2 (450 xp)Innate Spellcasting. The sylph’s innate spellcasting ability is Charisma (spell save DC 14, spell bonus +6). The sylph can innately cast the following spells, requiring no material components:At will: prestidigitation3/day each: fog cloud, feather fall1/day each: witch bolt, pass without trace, gust of windMagic Resistance. The sylph has advantage on saving throws against spells and other magical effects.Speak with Winds and Birds. The sylph can communicate with birds and air elementals as if they shared a language.Wind Stride. Once on her turn, the sylph can use 10 feet of her movement to disperse into any wind present and instantly reform anywhere where there is also a wind present within 60 feet. The sylph treats the wind as portals.ActionsClub. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.Fey Charm. The sylph targets one humanoid or beast that she can see within 30 feet of her. If the target can see the sylph, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the sylph as a trusted friend to be heeded and protected. Although the target isn’t under the sylph’s control, it takes the sylph’s requests or actions in the most favourable way it can. Each time the sylph or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the sylph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the sylph’s Fey Charm for the next 24 hours. The sylph can have no more than one humanoid and up to three beasts charmed at a time.DOYENNE DRYADLarge fey, neutralArmor Class 11 (16 with barkskin)Hit Points 49 (9d8 + 9)Speed 30 ftSTRDEXCONINTWISCHA15 (+2)12 (+1)12 (+1)14 (+2)15 (+2)20 (+5)Skills Perception +6, Stealth +9Senses darkvision 60 ft., passive Perception 16Languages Elvish, Sylvan, CommonChallenge 6 (2,300 xp)Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:At will: druidcraft5/day each: entangle, goodberry,3/day each: barkskin, pass without trace, shillelagh1/day each: plant growthMagic Resistance. The dryad has advantage on saving throws against spells and other magical effects.Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be one size category bigger than the dryad or bigger.ActionsMultiattack. The dryad makes two attacks with its club on its turn. One of these can be replaced with a Thorn Strike.Club. Melee Weapon Attack: +6 to hit (+9 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage with shillelagh. The damage increases with 1d4 while the dryad is enlarged and decreases while reduced.Enlarged/Reduced Manifestation. The dryad causes itself to grow or shrink in size for up to 1 minute. It can return to its normal size as a bonus action. Enlarge. The dryad’s size is doubled in all dimensions, and its weight is multiplied by eight. The dryad becomes Huge. If there isn’t enough room for the dryad to double its size, it attains the maximum possible size in the space available. For the duration, the dryad has advantage on Strength Checks and Strength saving throws. The dryad’s weapons also grow to match its new size. While these weapons are enlarged, the dryad’s attacks with them deal 1d4 extra damage. Reduce. The dryad’s size is halved in all dimensions, and its weight is reduced to one-eight of normal. The dryad becomes medium. For the duration, the dryad has disadvantage on Strength checks and Strength saving throws. The dryad’s weapons are reduced, the dryads attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favourable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.Thorn Strike (Recharge 5-6). The dryad launches a long, spiked branch in a 20-foot line. Each creature in the line must make a DC 17 Dexterity saving throw. On a failure, a target takes 18 (3d8 + 5) piercing damage, or half as much damage on a success. If the dryad is Huge, increase damage with 1d4, reduce with 1d4 if Medium.DOYENNE FOTIALarge fey, neutralArmor Class 13Hit Points 49 (9d8 + 9)Speed 30 ftSTRDEXCONINTWISCHA15 (+2)16 (+3)12 (+1)14 (+2)15 (+2)20 (+5)Skills Perception +6, Stealth +11Senses darkvision 60 ft., passive Perception 16Languages Elvish, Ignis, CommonChallenge 6 (2,300 xp)Innate Spellcasting. The fotia’s innate spellcasting ability is Charisma (spell save DC 17, spell bonus +9). The fotia can innately cast the following spells, requiring no material components:At will: dancing lights5/day each: faerie fire, guidance3/day each: hellish rebuke, pass without trace, produce flame1/day each: fireballMagic Resistance. The fotia has advantage on saving throws against spells and other magical effects.Speak with Flame. The fotia can communicate with flames and fire elementals as if they shared a language.Flame Stride. Once on her turn, the fotia can use 10 feet of her movement to stride into any fire within her reach and emerge from a fire within 60 feet of the stride. The fotia treats the fires as portals. Both fires must be one size category bigger than the fotia or bigger.ActionsMultiattack. The fotia makes two attacks with its club on its turn. One of these can be replaced with a Fire Blast.Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The damage increases with 1d4 while the fotia is enlarged and decreases while reduced.Enlarged/Reduced Manifestation. The fotia causes itself to grow or shrink in size for up to 1 minute. It can return to its normal size as a bonus action. Enlarge. The fotia’s size is doubled in all dimensions, and its weight is multiplied by eight. The fotia becomes Huge. If there isn’t enough room for the fotia to double its size, it attains the maximum possible size in the space available. For the duration, the fotia has advantage on Strength Checks and Strength saving throws. The fotia’s weapons also grow to match its new size. While these weapons are enlarged, the fotia’s attacks with them deal 1d4 extra damage. Reduce. The fotia’s size is halved in all dimensions, and its weight is reduced to one-eight of normal. The fotia becomes medium. For the duration, the fotia has disadvantage on Strength checks and Strength saving throws. The fotia’s weapons are reduced, the fotia’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Fey Charm. The fotia targets one humanoid or beast that she can see within 30 feet of her. If the target can see the fotia, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the fotia as a trusted friend to be heeded and protected. Although the target isn’t under the fotia’s control, it takes the fotia’s requests or actions in the most favourable way it can. Each time the fotia or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the fotia dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the fotia’s Fey Charm for the next 24 hours. The fotia can have no more than one humanoid and up to three beasts charmed at a time.Fire blast (Recharge 5-6). The fotia launches fire in a 20-foot long 5-foot wide line. Each creature in the line must make a DC 17 Dexterity saving throw. On a failure, a target takes 18 (3d8 + 5) fire damage, or half as much damage on a success. If the fotia is Huge, increase damage with 1d4, reduce with 1d4 if Medium. The area the line occupied is on fire for the next 1d4 turns. Any creature starting or ending its turn in the area takes 1d4 fire damage.DOYENNE MINIKHALarge fey, neutralArmor Class 13 (15 with mage armor)Hit Points 49 (9d8 + 9)Speed 30 ftSTRDEXCONINTWISCHA15 (+2)16 (+3)12 (+1)14 (+2)15 (+2)20 (+5)Skills Perception +6, Stealth +11Senses darkvision 60 ft., passive Perception 16Languages Elvish, Ignis, MechanicanChallenge 6 (2,300 xp)Innate Spellcasting. The minikha’s innate spellcasting ability is Charisma (spell save DC 17, spell bonus +9). The minikha can innately cast the following spells, requiring no material components:At will: thaumaturgy5/day each: grease, false life3/day each: mage armor, pass without trace, magic weapon1/day each: lightning boltMagic Resistance. The minikha has advantage on saving throws against spells and other magical effects.Speak with Construct and Machine. The minikha can communicate with constructs and other mechanisms as if they shared a language.Gear Stride. Once on her turn, the minikha can use 10 feet of her movement to stride into any mechanism within her reach and emerge from a mechanism within 60 feet of the stride. The minikha treats the mechanisms as portals. Both mechanisms must be one size category bigger than the minikha or bigger.ActionsMultiattack. The minikha makes two attacks with its club on its turn. One of these can be replaced with an Explosive Sphere.Club. Melee Weapon Attack: +6 to hit, or +7 with magic weapon, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage or 5 (1d4 + 3) bludgeoning damage with magic weapon. The damage increases with 1d4 while the minikha is enlarged and decreases while reduced.Enlarged/Reduced Manifestation. The minikha causes itself to grow or shrink in size for up to 1 minute. It can return to its normal size as a bonus action. Enlarge. The minikha’s size is doubled in all dimensions, and its weight is multiplied by eight. The fotia becomes Huge. If there isn’t enough room for the minikha to double its size, it attains the maximum possible size in the space available. For the duration, the minikha has advantage on Strength Checks and Strength saving throws. The minikha’s weapons also grow to match its new size. While these weapons are enlarged, the minikha’s attacks with them deal 1d4 extra damage. Reduce. The minikha’s size is halved in all dimensions, and its weight is reduced to one-eight of normal. The minikha becomes medium. For the duration, the fotia has disadvantage on Strength checks and Strength saving throws. The minikha’s weapons are reduced, the minikha’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Fey Charm. The minikha targets one humanoid or beast that she can see within 30 feet of her. If the target can see the minikha, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the minikha as a trusted friend to be heeded and protected. Although the target isn’t under the minikha’s control, it takes the minikha’s requests or actions in the most favourable way it can. Each time the minikha or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the minikha dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the minikha’s Fey Charm for the next 24 hours. The minikha can have no more than one humanoid and up to three beasts charmed at a time.Explosive Sphere (Recharge 5-6). The minikha performs a ranged spell attack. On a hit, the creature hit takes 7 (1d4 + 5) bludgeoning damage. Regardless of whether or not the attack hit, each creature within a 10-foot radius of where the sphere landed must make a DC 17 Dexterity saving throw. On a failure, a target takes 18 (3d8 + 5) thunder damage, or half as much damage on a success. They fall prone on a failed save. If the minikha is Huge, increase damage with 1d4, reduce with 1d4 if Medium. DOYENNE NAIADLarge fey, neutralArmor Class 13Hit Points 49 (9d8 + 9)Speed 30 ftSTRDEXCONINTWISCHA15 (+2)16 (+3)12 (+1)14 (+2)15 (+2)20 (+5)Skills Perception +6, Stealth +11Senses darkvision 60 ft., passive Perception 16Languages Elvish, Aquan, CommonChallenge 6 (2,300 xp)Innate Spellcasting. The naiad’s innate spellcasting ability is Charisma (spell save DC 17, spell bonus +9). The naiad can innately cast the following spells, requiring no material components:At will: minor illusion5/day each: create or destroy water, purify food and drink3/day each: enhance ability, pass without trace, poison spray1/day each: sleet stormMagic Resistance. The naiad has advantage on saving throws against spells and other magical effects.Speak with Fish and Aquatic Life. The naiad can communicate with fish and other aquatic life as if they shared a language.Aqua Stride. Once on her turn, the naiad can use 10 feet of her movement to dive into any body of water within her reach and emerge from water within 60 feet of the dive. The naiad treats the water as portals. Both waters must be one size category bigger than the fotia or bigger.ActionsMultiattack. The naiad makes two attacks with its club on its turn. One of these can be replaced with an Aqua Pummel.Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The damage increases with 1d4 while the naiad is enlarged and decreases while reduced.Enlarged/Reduced Manifestation. The naiad causes itself to grow or shrink in size for up to 1 minute. It can return to its normal size as a bonus action. Enlarge. The naiad’s size is doubled in all dimensions, and its weight is multiplied by eight. The naiad becomes Huge. If there isn’t enough room for the naiad to double its size, it attains the maximum possible size in the space available. For the duration, the naiad has advantage on Strength Checks and Strength saving throws. The naiad’s weapons also grow to match its new size. While these weapons are enlarged, the naiad’s attacks with them deal 1d4 extra damage. Reduce. The naiad’s size is halved in all dimensions, and its weight is reduced to one-eight of normal. The naiad becomes medium. For the duration, the naiad has disadvantage on Strength checks and Strength saving throws. The naiad’s weapons are reduced, the naiad s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Fey Charm. The naiad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the naiad, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the naiad as a trusted friend to be heeded and protected. Although the target isn’t under the naiad’s control, it takes the naiad’s requests or actions in the most favourable way it can. Each time the naiad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the naiad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the naiad’s Fey Charm for the next 24 hours. The naiad can have no more than one humanoid and up to three beasts charmed at a time.Aqua Pummel (Recharge 5-6). The naiad launches water in a 20-foot long 5-foot wide line. Each creature in the line must make a DC 17 Dexterity or Strength saving throw. On a failure, a target takes 18 (3d8 + 5) bludgeoning damage, or half as much damage on a success. Additionally, on a failure, all creatures are pushed to the end of the line. If the naiad is Huge, increase damage with 1d4, reduce with 1d4 if Medium. The area the line occupied is on fire for the next 1d4 turns.DOYENNE SYLPHLarge fey, neutralArmor Class 13Hit Points 49 (9d8 + 9)Speed 30 ftSTRDEXCONINTWISCHA15 (+2)16 (+3)12 (+1)14 (+2)15 (+2)20 (+5)Skills Perception +6, Stealth +11Senses darkvision 60 ft., passive Perception 16Languages Elvish, Aquan, CommonChallenge 6 (2,300 xp)Innate Spellcasting. The naiad’s innate spellcasting ability is Charisma (spell save DC 17, spell bonus +9). The naiad can innately cast the following spells, requiring no material components:At will: prestidigitation5/day each: fog cloud, feather fall3/day each: witch bolt, pass without trace, gust of wind1/day each: wind wallMagic Resistance. The sylph has advantage on saving throws against spells and other magical effects.Speak with Winds and Birds. The sylph can communicate with birds and air elementals as if they shared a language.Wind Stride. Once on her turn, the sylph can use 10 feet of her movement to disperse into any wind present and instantly reform anywhere where there is also a wind present within 60 feet. The sylph treats the wind as portals.ActionsMultiattack. The sylph makes two attacks with its club on its turn. One of these can be replaced with an Air Burst.Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The damage increases with 1d4 while the sylph is enlarged and decreases while reduced.Enlarged/Reduced Manifestation. The sylph causes itself to grow or shrink in size for up to 1 minute. It can return to its normal size as a bonus action. Enlarge. The sylph’s size is doubled in all dimensions, and its weight is multiplied by eight. The sylph becomes Huge. If there isn’t enough room for the sylph to double its size, it attains the maximum possible size in the space available. For the duration, the sylph has advantage on Strength Checks and Strength saving throws. The sylph’s weapons also grow to match its new size. While these weapons are enlarged, the sylph’s attacks with them deal 1d4 extra damage. Reduce. The sylph’s size is halved in all dimensions, and its weight is reduced to one-eight of normal. The sylph becomes medium. For the duration, the sylph has disadvantage on Strength checks and Strength saving throws. The sylph’s weapons are reduced, the sylph’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).Fey Charm. The sylph targets one humanoid or beast that she can see within 30 feet of her. If the target can see the sylph, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the sylph as a trusted friend to be heeded and protected. Although the target isn’t under the sylph’s control, it takes the sylph’s requests or actions in the most favourable way it can. Each time the sylph or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the sylph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the sylph’s Fey Charm for the next 24 hours. The sylph can have no more than one humanoid and up to three beasts charmed at a time.Air Burst (Recharge 5-6). The sylph creates a burst of air, causing a 15-foot radius shockwave. Each creature in the line must make a DC 17 Strength or Constitution saving throw. On a failure, a target takes 18 (3d8 + 5) thunder damage, or half as much damage on a success. Additionally, on a failure, all creatures are pushed outside the radius. If the sylph is Huge, increase damage with 1d4, reduce with 1d4 if Medium. ................
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