Chwinga

Chwinga

Tiny elemental
Challenge

STR
−5
DEX
5
CON
0
INT
2
WIS
3
CHA
3

5
2d4
17
Fort
+0
Ref
+1
Will
+4

Speed 4 m., climb 4 m., swim 4 m.
Skills Perception +3 (14), Primal +3 (14), Stealth +5 (16)
Senses blindsight 10 m.

Evasion. If the chwinga is subjected to an effect that allows it to make a Reflex saving throw to take only half damage, the chwinga instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Spellcasting. The chwinga uses Primal (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: pass without trace

1 mana: conviction

Actions (1)

Magical Gift (1/long rest). The chwinga targets a humanoid it can see within 1 meters of it. The target gains a supernatural charm of the DM’s choice. See chapter 7 of the Dungeon Master’s Guide for more information on supernatural charms.

Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use it’s action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed.

Elemental planes, Forest, Grasslandtoa

Spells

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, the creature gains divine conviction. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can provide conviction to one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.