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Maerlynn Slovurn (True Form) CR: 4

Medium humanoid (mountain dwarf shapeshifter), true neutral
Armor Class: 18 (Chain Mail and Shield)
Hit Points: 23 (4d8 + 6)
Speed: 25 ft

STR

12 +1

DEX

10 +0

CON

14 +2

INT

11 +0

WIS

17 +3

CHA

12 +1

Saving Throws: Wis +5, Cha +3
Skills: Medicine +5, Religion +2, Nature +2, Perception +5, Brewer's Supplies,
Damage Resistances: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons Languages Common
Senses: Darkvision. 60ft
Languages: Common and Dwarvish
Challenge Rating: 4
Proficiency Bonus: +2

Spellcasting. As a conduit for divine power, you can cast cleric spells. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (6 spells). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 13 Spell attack modifier = your proficiency bonus + your Wisdom modifier = +5   Cantrips. Toll the Dead, Spare the Dying, Guidance, Thunderclap   1st (4). Animal Friendship, Speak with Animals, Bane, Bless, Cure Wounds, Sanctuary   2nd (2). Barkskin, Spike Growth, Hold Person, Spiritual Weapon


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.   Dwarven Resilience. You have advantage on saving throws against poison.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Channel Divinity. You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.     Shapechanger. Maerlynn Slovurn can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. It's hitpoints are maintained between forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Charm Animals and Plants. You can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Bonus Actions

Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

She has dark skin, long black hair and beard with orange patches. She wears scrappy chain mail interwoven with plants and wields a Pavise shield adorned with thick rooted plants. All of her equipment is enchanted to shift to match her scale and body. They are adorned with ritual scarification across their whole body (including the face). When they transform surface changes spread from their scars and the internal changes occur as a rapid series of violent shifts.

Created by

Noble 7.

Statblock Type

Monster

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