Magic Resistance. The portune has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The portune's spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mending
3/day each: cure wounds, lesser restoration, purify food and drink
Keen Senses. The portune has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Fumble Aura. Creatures within 5 feet of the portune have disadvantage on attack rolls. Whenever a creature rolls a natural 1 on an attack roll while within this aura, it must make a DC 13 Dexterity saving throw or drop its weapon or the object it was holding.
Mortifying Wound. When the portune hits a creature with its bite attack, the creature's wound doesn't naturally heal. The creature can end this effect by receiving magical healing or by making a successful DC 13 Constitution saving throw at the end of a long rest.
Bite (Turtle Form). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Bite (Asp Form). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Change Shape. The portune magically polymorphs into a turtle or asp, or back into its true form. It reverts to its true form if it dies.
Description
The portune are a somber and scholarly people who practice medicine and healing. They are skilled alchemists, a trait that carries over and makes them fine cocks, masterful vintners, and excellent herbalists. Portune are especially fond of clever wordplay.
They very rarely take their humanoid forms, but when they do portune are tiny black-skinned creatures with mothlike wings who never stand more than six inches in height. They have white hair, white eyes devoid of irises or pupils, and slender fingers.
Portune spend most of their time in animal form, either as turtles (the males) or asps (the females). They can remain in these forms for as long as they want, sometimes not resuming their true shapes for years.
Portune speak the common language of all the Arak, but because of their interest in word games and languages odd quirks they also tend to speak at least a little bit of a dozen of more other languages, from the arcane to the mundane.
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