Wilora (CR 2)
Tiny Magical Beast (Shapechanger)
Alignment: Usually chaotic neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +7, and Spot +7
Languages: Common, Auran, and any languages known by the form they take using alternate form
AC: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Hit Dice: 2d10 (11 hp)
Fort +3, Ref +8, Will +2 (+6 against enchantment)
Speed: 20 ft., fly 50 ft. (average)
Space: 2-1/2 ft./0 ft.
Base Attack +2; Grapple -9
Attack: Claw +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d2-3
Special Attacks/Actions: Hypnotic song, memory snatching gaze
Abilities: Str 5, Dex 20, Con 10, Int 12, Wis 14, Cha 17
Special Qualities: Alternate form, resistant to enchantment spells, SR 13
Feats: Alertness; Improved Initiative5; Weapon Finesse
Skills: Bluff +6, Disguise +6, Gather Information +6, Listen +7, and Spot +7
Advancement: 3-6 HD (Small)
Climate/Terrain: Warm forests
City of Splendors: Waterdeep
A wilora forced into combat in its natural form relies heavily on its hypnotic song, for it is far from a dangerous creature in melee. When forced into melee in its true form, it claws with its talons and hopes for the best. A wilora hides and rests during the day. At night, the wilora takes full advantage of its alternate forms when forced into combat. If it doesn't have access to a humanoid form, a cornered wilora is quick to assume the form of a birdlike beast to fight more effectively.
Hypnotic Song (Su): While in its true form, as a full-round action a wilora can trill a captivating song that affects all living creatures within a 30-foot spread. Such creatures must succeed at a Will saving throw (DC 16) or become entranced by the song as if by a hypnotism spell cast by a 2nd-level sorcerer. This is a mind-affecting sonic attack. A bard's countersong ability allows a hypnotized creature to attempt a new Will save.
Memory-Snatching Gaze (Su): If a wilora meets the gaze of a helpless or willing target (such as a target that has been hypnotized by its song) within 30 feet, the victim must succeed at a Will saving throw (DC 16) or his memories and knowledge become accessible to the wilora through an intrusive telepathic link. After the link is established, closing eyes, being blind, or looking away from the wilora's gaze has no effect, but moving more than 30 feet away breaks the link. Each round, the victim may make a new saving throw to break the link, but in each round that the victim fails the saving throw the wilora learns the answer to one question, to the best of the victim's knowledge. These questions are posed telepathically, and the answers are imparted directly to the wilora's mind. Once a victim makes a Will save against the wilora's gaze, he becomes immune to that particular wilora's gaze for 1 day.
Unlike most gaze attacks, this gaze attack requires the wilora's concentration; it cannot target more than one creature in a round. The wilora may only use its memory-snatching gaze while in its true form. It is a mind-affecting attack.
Alternate Form (Su): A wilora is bound to its true form during the day, but after nightfall it gains the ability to polymorph at will as a move-equivalent action into any bird or bird-like animal or beast of Large or smaller (including giant eagles, giant owls, griffons, hippogriffs, or owlbears), remaining in that form until daybreak if it wishes.
In addition, if the wilora has successfully used the memory-snatching gaze during the current night, the wilora I may assume the form of the last creature upon which it successfully used its memory-snatching gaze. This function of the ability works like the polymorph spell except the wilora can take the form of any Large or smaller creature allowed by that spell.
Resistant to Enchantment Spells: A wilora gains a +4 racial bonus to all saving throws versus spells and spell effects of the Enchantment school.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.