Abilities
- Transforms into dolphins made of shimmering water
- Enchanted weapons, nets, high strength
- Envelop enemies in dolphin form
- Innate spellcasting
Appearance
The novieres appear to be aquatic elves or nixies. Their skins are greenish, blue, or golen in hue, and their hair ranges from deep blue-green to pale blond.
Size
Hero Forge: Varies
Lore: Medium (5' tall or 7' long)
Suggested: Medium
Other Monikers
Sea Eladrin, Aquatic Eladrin, Dolphin Eladrin
Home Plane
Arborea (Ossa)
Stat Block
- 5e: Try homebrew below
- 3.5e: dnd-wiki.org, Book of Exalted deeds (2003)
- 2e: Planescape Monstrous Compendium Appendix II
Description
(From Planescape Monstrous Compendium Appendix II - 1995):
The seas and islands of Ossa, the second layer of Arborea, are the home of the noviere eladrins. Like the bralani, the novieres are a people who celebrate the beauty of the lands and emerald waters around them. They're the most straightforward and approachable of the eladrins. The shierees are blocks of ice to the typical cutter traveling in Arborea, the bralani are fickle and flighty, and trying to talk seriously to a coure can drive a sod barmy - but the novieres're willing to take a basher at [their] word and deal with him the way [they] deal with them.
The novieres’re somewhat more human in appearance than a full-blooded aquatic elf; they’re stockier, and have no prominent gills or webbing in their fingers. Their eyes mirror the color of the seas around them. In addition to their demihuman form, novieres can take on the shape of golden dolphins made entirely of shimmering water.
Novieres prefer to remain in the seas of Ossa, but sometimes journey to other planes or prime-material worlds to visit with ocean nymphs or merfolk. They love exploring a new coastline or listening to the sound of the surf on a strange shore. Of all eladrins, the novieres are most likely to be interested in trade or material things; they’re fascinated by gemstones and jewelry.
After the coures, the novieres are the most social of the eladrins. They do not travel much, but choose a favorite island or coastline and linged there for years at a time. A clan of noviere eladrins is loosel$ governed by a chieftain, but individuals are not bound to obey this leader. Novieres tend to keep to themselves and are a fare sight in the high eladrin courts of Olympus.
Combat: The novieres're slow to anger and try to avoid combat unless it's absolutely necessary. If pressed, a noviere can fight fairly well - her lithe limbs and graceful frame conceal and 18/01 strength. Novieres like weapons that can be used on water or land, and usually wield tridents +1, nets, or long-bladed daggers +2. Novieres can throw their nets 30 feet underwater or 60 feet on land; if they score a hit, their victim must successfully save versus paralyzation or be entangled for 1d6 rounds. Entangled victims are attacks at a +4 bonus to hit. Novieres are usually careful not to allow air-breathers to drown while entangled in their nets.
In dolphin form, a noviere's body is composed of water bound together by [their] magical nature. [They] can attack by making a powerful ramming strike once per round and can use the surrounding water to shield [themselves] from harm. In this body, the noviere is AC -3. If the noviere scores a hit with a natural 19 or 20, she can choose to envelop her opponent, effectively holding it motionless with a strength of 20. Neither the held opponent nor the novierre can make any attacks while [they] hold it. To escape the noviere's grasp, the victim must succeed at a bend bars/lift gates roll or find a way to drive the noviere away with magic.
In any form, the noviere has the spell ability of a 5th-level priest. [They] can also use the following spell-like powers once per round at will: alter self, charm person, continual light, improved phantasmal force, mirror image, and slow. Once per day a noviere can confer water breathing for 6 hours or hurl a 60-foot water bolt that does 4d6 points of damage to all creatures in a 5-foot-wide path (save vs. spell for half damage).
5th edition Homebrew Stat Block:
Noviere Eladrin
Medium Fey (elf), chaotic good
Armor Class 15 (or 20 in dolphin form)
Hit Points 63 (7d8+31)
Speed 30 ft., sim 40 ft. (60 ft. in dolphin form)
STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 15 (+2), WIS 16 (+3), CHA 18 (+4)
Damage Resistances: cold
Skills Persuasion +7, Stealth +6
Senses darkvision 120 ft., passive Perception 16
Languages Common, Celestial, Elvish, Sylvan
Proficiency Bonus +3
Challenge 6 (2,300 XP)
Hold Breath. The noviere can hold its breath for 20 minutes.
Innate Spellcasting. The noviere’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: alter self, charm person, comprehend languages, cure wounds, detect good & evil, light, minor illusion, phantasmal force
3/day each: major image, mirror image, slow
1/day each: water breathing
Magic Resistance. The noviere has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The noviere makes makes two melee attacks, or one melee attack and throws a net.
Trident. Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 11 (2d6 + 4) slashing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 150/600, 1 target. Hit: 13 (2d8 + 4) piercing damage.
Net. Ranged Weapon Attack: +8 to hit, range 30/90 (or 15/60 underwater),1 target. Creatures hit by the net are restrained (escape DC 15). The net has an Armor Class of 12 and 10 hit points.
Water Bolt (recharge 5-6). The noviere hurls a bolt of concentrated water at lethal speeds in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 magical bludgeoning damage on a failed save, or half as much damage on a successful one.
Dolphin Form. As an action, the noviere transforms into a shimmering golden dolphin made of water, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. As a dolphin, the noviere can breathe underwater, has an armor class of 20, a strength of 20, and a swim speed of 60 feet, but its statistics are otherwise the same as its true form. While in the form of a dolphin, the noviere is resistant to bludgoening, piercing, and slashing damage from nonmagical weapons. The dolphin cannot wear clothes or equipment, wield any weapons except its Water Bolt, or cast spells listed in its innate spellcasting. The dolphin can, however, envelop medium or smaller objects into itself that weigh less than 200 lbs, and travel its full swimming speed with these objects inside its watery form. When the dolphin chooses, or if it reverts to its true form, the object is released in an adjacent square of the noviere's choice.
Enveloping Slam (dolphin form only). Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 8 (1d6 + 4) magical bludgeoning damage. If the slam attack beats a medium or smaller creature's Armor Class by 4 or more, the water dolphin can choose to enter the target’s space and envelop it (escape DC 15). While enveloped, the target is grappled, and neither the target nor the dolphin can attack. The dolphin can use its full movement speed to take an enveloped target anywhere it wishes, or use a bonus action to release the target. If the dolphin takes damage, fails a saving throw, or changes back to its true form, the target is also released.
Sources
- Planescape Monstrous Compendium Appendix II