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The Transient

Medium humanoid (elf), chaotic neutral

Armor Class 16 (leather)
Hit Points 132 (12d8+36)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 14 (+2)

Saving Throws Constitution +6, Wisdom +6
Skills Arcana +4, Medicine +6, Nature +6, Perception +6
Senses darkvision 90 ft., passive Perception 14
Languages Common, Elven, Druidic, telepathy 90 ft.
Challenge 7 (3,000 XP)

Special Traits

  • Fey Ancestry. The Transient has advantage on saving throws against being charmed, and magic can’t put them to sleep.
  • Magic Resistance. The Transient has advantage on saving throws against spells and magical effects.
  • Natural Weaponry. The Transient can freely shape their form at will creating a hybridized animalistic form gaining a bite and claws for attacks as an action.
  • Spellcasting. The Transient is a 5th-level spellcaster. Their spellcasting ability is Wisdom (DC 15, +8 to hit with spell attacks). She has the following spells prepared from the druid’s spell list.

Actions

  • Multiattack. The Transient makes three melee attacks with their glaive, or one with their bite and two with their claws.
  • Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10+3) slashing damage.
  • Bite (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.
  • Claw (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
  • Alluring Presence. Each creature The Transient chooses within 60 feet of them and aware of The Transient must succeed a DC 15 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Transient’s alluring presence for the next 24 hours.
  • Read Thoughts. The Transient magically reads the surface thoughts of one creature within 30 feet. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, The Transient can continue reading its thoughts as long as The Transient’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, The Transient has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, Persuasion) checks against the target.

Reactions

  • Parry. The Transient adds 3 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.

About

The Transient is a force of nature and they strive to keep things in balance. What that might mean changes from day to day and season to season, even sometimes hour to hour, but they are also a being in flux—shifting from one direction to the next with seemingly no connections between the two. As wise leaders, they rarely go out of their way to seek unnecessary conflict for these violent instances disrupt the flow of the world. It is only when something is brought their attention that would disturb the flow of nature that their peoples are moved to action; otherwise they are content to remain amongst themselves pondering the nature of their world.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.