Fey ancestry. The warriors have advantage on saving throws against being charmed, and magic can’t put them to sleep.
Aabicur blood. The Aabicur blood lets the Aabicur warrior heal their comrades. Once per turn the Aabicur warrior can give up to 10 of its health to a friendly humanoid within 5 feet away from it. The other Aabicur will heal the amount given to it but will not go over it's hit point maximum.
Innate spellcasting. The Aabicur's spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: mold earth, dancing lights
1/day each: fog cloud, entangle
Multiattack. The Aabicur warrior can make two melee attacks per turn
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 3) slashing damage. plus (1d4) poison damage and the target is poisoned for one minute.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 1 target. Hit: 5 (1d6 + 3) piercing damage. plus (1d4) poison damage and the target is poisoned for one minute.
Description
Aabicur warriors are highly trained elf and half elf warriors from Aabicurri a land of lots of mountains and hills. They are usually barbarians and outlaws that came to Aabicurri six million plus years ago.
The Aabicur shaman have made spells that favor their people, the spells include: fog cloud and entangle. these spells are taught to the Aabicur warriors so that they can escape if they need to or kill the prey easily.
The Aabicurri lands are also home to Orcs that have evolved too, the orcs send down their people to kill the Aabicur warriors and sometimes succeed in taking over villages. Also there human tribes that have delved underground and had dramatic changes to their bodies.
The Aabicurri lands are usually close to the throat of the world were the keeper of the seven winds lives, If any party comes they might want to go to a peaceful village so they can learn the spells like the one above.
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