Amphibious. Cecira can breathe both air and water.
Regeneration. Cecira regains 10 hit points at the start of her turn if she has at least 1 hit point and is in contact with manawater.
Sleeping Brew. Cecira can spend 1 minute preparing a tasteless liquid able to put those who drink it asleep. Any creature that drinks her concoction makes a DC 16 Constitution saving throw 1 minute afterward. On a failure, the creature falls unconscious for 1d4 hours, until it takes damage, or until someone uses an action to shake or slap the creature awake.
Transforming Wand. Cecira possesses a very special wand of polymorph with 13 charges. While holding it, she can use an action to expend 1 of its charges to cast the polymorph spell (DC 16 Wisdom saving throw) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Any creature that has consumed the herb moly is immune to the effects of Cecira's Transforming Wand for 24 hours.
Water Telekinesis. While Cecira is in contact with a body of water she can manipulate the water around it as if under the effects of the telekinesis spell without the need for concentration. This includes her waterspout attack (and when outside of water she cannot use it).
Needle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+3) bludgeoning damage.
Waterspout. Ranged Weapon Attack: +8 {"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Waterspout"} to hit, range 100 ft., one target. Hit: 26 (6d6+5) (6d6+5) bludgeoning damage.
Death Glare. The Serenist Sister targets one frightened creature she can see within 30 feet of her. If the target can see the Sister, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The Sister covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the Sister could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the Sister is disguised.
Innate Spellcasting. Cecira’s innate spellcasting ability is Charisma (spell save DC 16; spell attack +8). She can innately cast the following spells, requiring no material components, as long as she is in the ocean or within 1 mile of the ocean.
At will: create or destroy water, water breathing, control water
3/day: conjure animals , conjure minor elementals (ice and steam mephits only), gust of wind
1/week: control weather
Innate Spellcast. Defensive Water or Air
2/day: gust of wind
2/day: control water
Comments