Tiny Fey, Chaotic Neutral
Armor Class 9 Natural Armor
Hit Points 23 (2d12 + 10)
Speed 20 ft.
STR
11 (+0)
DEX
8 (-1)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws CHA +5
Skills Deception +5, Persuasion +5
Condition Immunities Charmed
Senses Darkvision 60', Passive Perception 11
Languages Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Swift Speech: If the Wandering Soul can study a creature for 1 minute they become under the effect of the tongues spell with that creature for 1 day.

Actions

Possession: As an action, the Wandering soul can attempt to possess a creature within 5’ of it. The creature must make a DC 13 Charisma Save to attempt to resist the possession. If a creature is willing they automatically fail this save. While a creature is possessed all damage they take is dealt with the creature instead of the Wandering soul. A Wandering Soul can use all abilities and features of a creature using up possible resources of that creature. The Wandering soul will leave if a creature falls unconscious or is inside the body for 8 hours but can be forced out early if another creature touches a possessed creature using an Str or Dex unarmed melee attack against the possessed creature's unarmored defense and expends a spell slot to attempt to force out the wandering soul. On contact, after using a spell slot they must roll 1d20+spell level used against the Possession save DC. If the Wandering Soul leaves the body after a creature is knocked unconscious or possessed for 8 hours the Wandering Soul immediately leaves the body and can take one feature being language, skill/tool proficiency or 1 weapon proficiency. These can only be returned once the wandering soul is eaten and its corpse is consumed, gaining all that the Wandering Soul stolen features even if stolen from other creatures leading to them being hunted often. If a Wandering Soul gains 5 features through possession they gain a random humanoid form keeping their fey tag and forgetting their previous life as a Wandering Soul. Often Witches will take in these confused people as servants for them, usually becoming capable of defending themselves from would-be hunters as consuming their humanoid form will also grant their stolen proficiencies.

Action Ranged Attack. Zap: Ranged Weapon Attack: +2 to hit; Range: 30/50; One target; Hit: 1d12 lightning damage.

Bonus Actions

Flee (1/day)- The wandering soul can use a bonus action to teleport to a random location within 1,000’ of them.

Sweet talk: If a creature is proving too difficult to convince the Wandering Soul can force their mind to be more open using a bonus action to make a Persuasion check vs their Insight check and on a success, they become willing to your possession until the end of your turn.

Description

Wandering souls are mischievous beings that look like a small glowing orb that shifts between colors and glows brighter when they speak. They wander the fey wild in search of creatures that they can steal features from and while their personality differs from soul to soul they tend to always want to try can get one feature from a creature or group through various means. 

Moonblade112

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