b'Telchine \n'b'  Medium   elemental ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  120 (16d10 + 32)  Speed  40 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX:  15 (+2)  CON:  16 (+3)  INT:  18 (+4)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex +6,  Con +7,  Wis +6,  Int +8  Skills   Arcana  +8,  Deception  +6,  History  +8,  Insight  +6,  Intimidation  +6,  Investigation  +8,  Perception  +6,  Persuasion  +6,  Religion  +8,  Stealth  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage immunities acid, poison  Senses   darkvision  90 ft., passive  Perception  16  Languages  Aquan, Common Greek, Primordial  Challenge  9 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . In their natural form, telchines can breathe air and water. \n'b'  Magic Resistance . Telchines have advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The telchines\xe2\x80\x99 weapons are magical. However, each weapon\xe2\x80\x99s magical bonus permanently fades if it is separated from the telchine for 24 hours. \n'b'  Poison . Telchines mix a deadly poison. It is administered via ingestion and is deadly to plants when poured into the soil. A creature subjected to this poison must succeed on a DC 16  Constitution  saving throw or take 14 (4d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 7 (2d6) poison damage. After the first failed save, the creature also suffers disadvantage on all saving throws, ability checks, and skill checks related to  Intelligence ,  Wisdom , and  Charisma . After two failed saves the creature is  incapacitated . After three failed saves the creature falls  unconscious , though it must still make saves or take damage. After three successful saves, the poison ends. \n'b'  Ageless . Telchines do not age and are immune to the ravages of time, both natural and magical. \n'b'  Innate Spellcasting . The telchines\xe2\x80\x99 innate spellcasting ability is  Intelligence  (spell save DC 16, +8 to hit with spell attacks). The telchines can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  acid splash , magna mater,  true strike  \n'b'  1/day each :  detect magic  \n'b'\n'b'  Spellcasting . The telchines are 16th level spell casters. Their spellcasting ability is  Intelligence  (spell save DC 16, +8 to hit with spell attacks). Telchines typically have the following spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  guidance ,  message ,  minor illusion ,  prestidigitation ,  resistance  \n'b'  1st level (4 slots) :  charm person ,  command , dust cloud,  entangle  \n'b'  2nd level (3 slots) :  alter self ,  misty step , rolling rock \n'b'  3rd level (3 slots) :  bestow curse ,  dispel magic ,  meld into stone  \n'b'  4th level (3 slots) :  conjure minor elementals ,  polymorph  (self only),  stoneskin  \n'b'  5th level (2 slots) : conjure elementals, earthen hand \n'b'  6th level (1 slot) :  move earth  \n'b'  7th level (1 slot) :  plane shift  \n'b'  8th level (1 slot) :  control weather  \n'b'\n'b'  Gaze of Destruction . A Telchine that is not  incapacitated  and can see its targets (not  blinded  or in darkness), can focus its gaze on a creature or an object within 30 feet of itself. If a creature is the target of the telchine\xe2\x80\x99s gaze, that creature must make a DC 12  Intelligence  saving throw or take 13 (2d8 + 4) psychic damage and be  stunned  for 1 minute. A  stunned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the telchine uses its gaze on a creature that is already  stunned , that creature must make a second saving throw or take another 13 (2d8 + 4) psychic damage and fall  unconscious . They remain  unconscious  until they receive a  greater restoration  spell or similar magic. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the telchine until the start of its next turn, when it can avert its eyes again. If it looks at the telchine in the meantime, it must immediately make the save. If the telchine sees its reflection within 30 feet of it in bright light, it can immediately end the gaze effect to avoid harming itself with its own gaze. The gaze can also target objects. It causes 7 (2d6) points of force damage per round to any object. Object that are in the possession of a creature receive a DC 12  Constitution  saving throw made by that creature to avoid the damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The telchine makes three attacks with its sword or spear. \n'b'  Short Sword +2 .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (1d6 + 6) piercing damage. \n'b'  Spear +2 .  Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage if used with two hands to make a  melee attack . \n'b'\n'b' ABOUT \n'b' A blind woman sitting on the street corner, a jolly merchant hocking her wares in the marketplace, a wandering minstrel with a thousand tales of adventure to share, any of these unassuming individuals could actually be a telchine in disguise. \n'b' A telchine\xe2\x80\x99s true form is a monstrous, revolting creature that is part wolf, part fish, and part human. They keep this concealed with magic and conventional disguises.'