Changeling
Changelings are a humanoid race of shapechangers
who conceal their true identities behind false faces.
Their gifts of mimicry allow them to appear as members
of any humanoid culture, playing the part of a dwarf one
day and a dragonborn the next. Although changelings
can adopt any guise, most rely on a few established per
sonas, each with a developed history and a network of
friends and acquaintances.
Kalashtar
The kalashtar have bonded with good-aligned quori
spirits, which communicate with their hosts through
dreams and visions. Descended from monks who of
fered their bodies as sanctuaries to those quori escaping
the evil of Dal Quor, the kalashtar now fight to herald in
a new age of light and balance.
CHANGELING
Medium humanoid (changeling, shapechanger), any alignment
Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
12 (+l)
INT
14 (+2)
WIS
10 (+O)
CHA
16 (+3)
Skills Acrobatics +4, Deception +5, Insight +2, Perception +2,
Persuasion +5
Senses passive Perception 12
Languages Common, Dwarvish, Elvish, Halfling, thieves' cant
Challenge 1/2 (100 XP)
Change Appearance. The changeling can use its action to
polymorph into a Medium humanoid it has seen, or back into
its true form. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying isn't trans
formed. It reverts to its true form if it dies.
ACTIONS
Multiattack. The changeling makes two attacks with its dagger.
Dagger. Melee or Ranged We apon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Unsettling Visage (Recharges after a Short or Long Rest). Each
creature within 30 feet of the changeling must succeed on a DC
13 Wisdom saving throw or be frightened for l minute. A crea
ture can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
KALASHTAR
Medium humanoid (kalashtar), any alignment
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
12 (+l)
DEX
14 (+2)
CON
12 (+l)
INT
13 (+l)
KALASHTAR OR
CHANGELING DISGUISED
AS A KALASHTAR
WIS
15 (+2)
CHA
15 (+2)
Skills Acrobatics +4, Insight +4, Persuasion +6
Damage Resistances psychic
Senses passive Perception 12
Languages Common, telepathy 20 ft.
Challenge 1/4 (50 XP)
Dual Mind. The kalashtar has advantage on Wisdom sav
ing throws.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Mind Thrust. The kalashtar targets a creature it can see within
30 feet of it. The target must succeed on a DC 12 Wisdom sav
ing throw or take 11 (2dl0) psychic damage.
CHAPTER 6 I FRIENDS AND FOES
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