Chapter 4: allies and adVersaries 129
ashari skydanCer
Zephrah’s location in the Summit Peaks has shielded
the Ashari from countless hardships; few infringe upon
their isolated home, and this safety has bred a certain
recklessness within the Zephrah people. Though they
guard their elemental rift as closely as the rest of their
kin, their lack of stoicism and restraint often earns them
the scorn of the Terrah, the only other Ashari tribe in
Ta l ’ D or ei.
Ashari Skydancer
Medium humanoid (any race), chaotic neutral
Armor Class 14
Hit Points 63 (14d8)
Speed 30 ft., fly 60 ft. (with skysail)
Str dex Con int wiS Ch a
1 0 (+0) 1 8 (+4) 1 0 (+0) 1 2 (+1) 1 6 (+3) 1 1 (+0)
Saving Throws Dex +7
Skills Acrobatics +7, Perception +6
Senses passive Perception 16
Languages Common, Druidic, Primordial (Auran)
Challenge 5 (1,800 XP)
Evasion. If the skydancer is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the
skydancer instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
F ly by. The skydancer doesn’t provoke opportunity attacks when
it flies out of an enemy’s reach.
Skysail. The skydancer flies with a special ashari weapon called
a skysail (see pg. 45). While the skysail ’s wings are extended, the
skydancer can cast levitate at will, and can spend an action to
cast fly on itself (no concentration required) for up to 1 minute
once per day. This use of fly instantly replenishes when in an
area of powerful air elemental magic, such as the Rift of Air in
Zephrah.
Spellcasting. The skydancer is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): guidance, shillelagh
1st level (4 slots): fog cloud, entangle, jump
2nd level (2 slots): gust of wind, skywrite
Actions
Multiattack. The skydancer makes two skysail staff attacks.
Skysail Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer
makes this attack while flying, the target must make a DC 14
Dexterity saving throw, taking 21 (6d6) lightning damage on a
failure or half as much damage on a success.
Reactions
Slow Fall. When the skydancer takes falling damage, it may
reduce the damage by half.
Ashari Waverider
Medium humanoid (any race), neutral good
Armor Class 14 (hide armor of cold resistance)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
Str dex Con int wiS Ch a
1 5 (+2) 1 4 (+2) 1 2 (+1) 1 0 (+0) 1 6 (+3) 1 3 (+1)
Saving Throws Con +4, Wis +6
Skills Athletics +8, Nature +3
Damage Resistances cold
Senses passive Perception 13
Languages Common, Druidic, Primordial (Aquan)
Challenge 4 (1,100 XP)
Fishform. As a bonus action, the waverider can transform
into a hunter shark or giant octopus. While in this form, the
waverider cannot cast spells, but can expend a spell slot as a
bonus action to regain 1d8 hit points per level of the spell slot
expended. When the waverider is reduced to 0 hit points, falls
unconscious, or dies in this form, it reverts to its humanoid
form. It can remain in fishform for up to 3 hours, and can enter
fishform twice, regaining expended uses after completing a short
or long rest.
Healing Tides. Whenever the waverider casts a spell of 1st level or
higher that affects a nonhostile creature, that creature regains 3 hit
points (in addition to any healing the spell may provide).
Marine Empathy. The waverider can speak with and understand
aquatic plants and animals.
Spellcasting. The waverider is a 7th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, resistance
1st level (4 slots): cure wounds, create or destroy water, healing word
2nd level (3 slots): animal messenger, enhance ability, lesser
restoration
3rd level (3 slots): conjure animals (aquatic beasts only), water
walk, water breathing
4th level (1 slots): control water
Actions
Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.,
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Attacks with this weapon while underwater are not made with
disadvantage.
Air Ashari children learn to fly before they learn to
walk, accompanying their parents through the snow-fat-
tened clouds on Ashari-craft skysails (see pg. 45). While
all in Zephrah love the sensation of flight, few hone their
skills as rigorously as the skydancers. These graceful
masters of the wind are at once artists, performers, and
warriors; they are beloved heroes of their people, both
defending them in times of danger and bringing them
happiness in times of peace.