Boons:
- Enticing Call: All charming effects from your transformation, racial, and class abilities ignore immunity to charm. Those creatures instead have advantage on the save. Additionally, as an action, you can emanate an alluring call to all creatures within a 20 ft radius centered on you. Creatures that are deafened are immune to this effect. All creatures in this area must make a Wisdom saving throw against your Transformation Save DC, or be charmed, and have their movement set to 0, becoming incapacitated for 1 minute. An effected creature can instead choose to cover their ears, should they have them, if they have free hands to avoid this save, taking on the limits relative to this action. If their hands are removed from their ears at any time before the start of your next turn, they must immediately make the save.
You can use this feature a number of times equal to your charisma modifier, regaining all uses upon completing a long rest.
- Monstrous Form: Your charisma is increased by 2 and your dexterity score is increased by 1, to a maximum of 20. Your creature type becomes Monstrosity, and spells and abilities that state effects or conditions specifically regarding monstrosities of a certain CR have no effect on you.
Flaw:
- Child of the Sea: You must immerse yourself in water for at least 1 hour during the day. If you don't do this, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for an extra hour. In addition, you gain a swimming speed and flying speed equal to your walking speed and can breathe underwater.
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