Samodiva
Medium fey, chaotic neutral
Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | CHA | WIS |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 13 (+1) | 18 (+4) | 16 (+3) |
Skills Medicine +6, Nature +5, Persuasion +6, Performance +6
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Beguiling Gaze.When a creature that can see the samodiva targets it with an attack or harmful spell that targets only the samodiva, that creature must make a DC 14 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. A creature can avert its eyes to avoid the saving throw. If the creature does so, it can’t see the samodiva while targeting it with an attack or spell.
Magic Resistance.The samodiva has advantage on saving throws against spells and other magical effects.
Natural Remedy.If the samodiva spends 1 hour in a forest, she can gather special herbs and prepare a magical ointment. She can apply this ointment to a creature while chanting for 1 minute. The creature regains 31 (7d8) hit points and is cured of any poison or disease. The samodiva can only have one ointment prepared at a time.
Enchanting Voice.The samodiva suggests a course of action to one humanoid or beast within 60 feet of her that can hear her. The target must succeed on a DC 14 Wisdom saving throw or follow the suggested action on its next turn. The suggestion has no effect if the target doesn’t understand the samodiva or if the action is directly harmful to it. Creatures that can’t be charmed are immune to this effect. This effect is subtle enough to be woven into a song, and whether the target succeeds on or fails the saving throw, it isn’t aware of the suggestion. A creature that fails the save believes it carried out the action of its own free will.