Medium Fey (Changeling, Shapechanger), Any Chaotic Alignment
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., Swim 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)
Skills Acrobatics +5, Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +5
Damage Vulnerabilities Cold
Condition Immunities Charmed, Grappled, Prone, Restrained
Senses Passive Perception 12
Languages Common, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Change Appearance. The changeling can use their action to polymorph into a Medium or Large creature whose reflection has appeared in the water they inhabit, or back into their true form. Their statistics, other than their size, are the same in each form. Any equipment they are wearing or carrying isn’t transformed. Upon death, they turn into water.

Amphibious. The water changeling can breathe water and air. However, they are not able to survive in saltwater for more than 1 minute.

Innate Spellcasting. The water changeling's innate spellcasting ability is Charisma (spell save DC 14). They can innately cast the following spells, requiring no material components:

At will: shape water

3/day each: create or destroy water, fog cloud, water breathing

1/day: tsunami

Magic Resistance. The water changeling has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The water changeling makes two attacks, each of which can be with the water mace or obsidian dagger.

Water Mace. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 

Obsidian Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The water changeling can use a bonus action to magically return the dagger to their hand after a ranged attack.

Eerie Likeness (Recharges after a Short or Long Rest). Each creature within 30 feet of the water changeling must succeed on a DC 14 Charisma saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Watery Escape. The water changeling can escape to any body of freshwater within 30 ft. that is at least 1 size smaller than themselves, including underground aquifers, using Disengage or Hide. However, they cannot remain in a smaller-sized space indefinitely and must find a new appropriately-sized territory for themselves or return to their original home within 48 hours.

Description

Water changelings are fey creatures who inhabit clear freshwater bodies in warm climates, usually ponds, smaller lakes, and sheltered pools along the flow of a river. Water swirls around their bodies, creating a natural armor. In their true form, their bodies are liquid and translucent. They are able to take the appearance of a humanoid whose reflection has appeared in the body of water they inhabit.

While shy, they can become aggressively territorial against perceived threats. They sometimes develop a deep attachment to an individual they've taken a liking to, as well as the direct descendants of that individual, whom they think of as theirs. However, this does not mean they will obey orders, and their loyalty may manifest in ways that are perceived as troublesome or unsettling.

They may live alone or in groups no larger than 6, depending on the size of their territory. Water changelings are functionally immortal unless killed -- a potentially difficult endeavor given their ability to adapt and escape.

Previous Versions

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9/11/2023 2:08:22 AM
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Monster Tags: fey

JustAFleur

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