Commune with Animals. The Spirit can communicate with beasts as if they shared a language.
Incorporeal Movement. The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magical. The Spirit can cast the Bubble Lift spell (3/day), using Wisdom as its spellcasting ability.
Ethereal Sight. The Spirit can see 60 feet into the Spirit Realm (Ethereal Plane) when it is on the Physical Realm, and vice versa (1/day).
Hulk out. When Clamshell feels its vending machine is threatened, Clamshell grows to the size of a Large creature, their hair stands on end and eyes glow red, and they behave in a feral manner. All of Clamshells damage dice are doubled, and Clamshell can use its now-fan sized clam shells to cast Gust of Wind as an action. Clamshell can be calmed down by the party making a DC15 persuasion check on their turn(s), or Clamshell making a DC15 WIS saving throw on its turn.
Multiattack. The spirit can make both a Chomp and a Scratch attack.
Chomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Spectral Pass. Melee Weapon Attack: 1d20+2 to hit, reach 5 ft., one target. Hit: 14 (4d8) force or necrotic damage.
Retrieve. You cause an object within a 15 ft. range that isn’t being worn or carried to fly to your open hand. The object must weigh no more than 10 pounds or the spell fails.
For flavour, Clamshell uses two clam shells it holds as fans, which can create small targeted gusts of wind.
Shillelagh. The wood of a club or quarterstaff the target is holding is imbued with nature's power. For the duration, the target can use their spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or on the next turn if you let go of the weapon.
Description
Clamshell is a powerful otter spirit that has fallen in love with an out-of-service vending machine in the forest west of Matango Village. It is highly protective of the vending machine, but wants to see it restored. The party might convince Clamshell to allow them to transport the vending machine, and Clamshell will go along with them as a DMPC.
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