b'Norvan Shaman \n'b'  Medium   humanoid  (human),  chaotic neutral  \n'b'  Armor Class  11 (14 with frostskin)  Hit Points  65 (10d8 + 20)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  12 (+1)  CON:  15 (+2)  INT:  13 (+1)  WIS:  19 (+4)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +5,  Wis  +7  Skills   History  +4,  Insight  +7,  Nature  +4,  Perception  +7,  Survival  +7  Senses  passive  Perception  17  Languages  Common  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Brave . The shaman has advantage on saving throws against being  frightened . \n'b'  Frostskin (2/day) . The shaman creates a magical hard frost on their skin which increases their AC to 14 for 1 minute. \n'b'  Iron Will . The shaman has advantage on saving throws against being  charmed . \n'b'  Keen Hearing and Sight . The shaman has advantage on  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Spellcasting . The shaman is a 10th-level spellcaster. Their spellcasting ability is  Wisdom  (spell save DC 15, +7 to hit with spell attacks). The shaman has the following spells:\n'b'\n'b'\n'b'  Cantrips (at will) : druidcraft,  guidance ,  produce flame ,  shillelagh  \n'b'  1st level (4 slots) : animal friendship, beast sense,  cure wounds ,  speak with animals  \n'b'  2nd level (3 slots) : animal restoration,  darkvision ,  lesser restoration ,  pass without trace  \n'b'  3rd level (3 slots) : feign death,  sleet storm ,  wind wall  \n'b'  4th level (3 slots) :  confusion ,  ice storm ,  freedom of movement  \n'b'  5th level (2 slots) :  reincarnate ,  scrying  \n'b'\n'b' ACTIONS \n'b'\n'b'  Quarterstaff .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d8 + 1) bludgeoning damage. \n'b'  Change Shape (1/day) . The shaman magically polymorphs into a beast with a CR of 3 or less, and can remain in this form for up to 6 hours. The shaman can choose whether their equipment falls to the ground, melds with their new form, or is worn by the new form. The shaman reverts to their true form if they die or fall  unconscious . The shaman can revert to their true form using a bonus action on their turn. While in a new form, the shaman retains their game statistics and ability to speak, but their AC, movement modes,  Strength , and  Dexterity  are replaced by those of the new form, and they gain any special senses, proficiencies, traits,  actions , and  reactions  that the new form has but that they lack. \n'b'\n'b' ABOUT \n'b' When a young member of the Norvan tribe begins to have visions, the community knows another shaman has been chosen. These individuals are called by nature to heal the world. They are profoundly present and can only speak the truth. There are only a handful of shamans in the frozen lands. \n'b'  Wise Elder . These wise men and women don\xe2\x80\x99t ally themselves with any clan. They remain outside of everyday life and avoid politics in the settlements. Most of these seers don\xe2\x80\x99t marry and they enjoy their solitude. \n'b'  Wilderness Homes . Shamans live away from the Norvan settlements in huts or caves, far from other people. They are close to the beasts in the area and can call on their help if they need it. Many of the healers have strong relationships with the giant eagles who live in the North. \n'b'  Natural Cycle . They are extraordinary people, deeply in tune with nature and the inner lives of humans. Some shamans spend more time in their animal form than their human shape. Other elders say that shamans even know of future events that haven\xe2\x80\x99t manifested yet.'