Alzira Mustanir

Level 3
Creature· beastUniqueMediumRemaster
AC 17
HP 36
Speed 30 ft.
Fort +9
Ref +7
Will +11
Perc +6
Size Medium
Unique
Spells
Cleric Domain Spells (DC 19, attack +9)
Languages common, elven
Senses darkvision
Skills religion +9, acrobatics +7, stealth +7, athletics +5, deception +4
Recall Knowledge nature or religion or society DC 28

Attacks

Melee Sickle +7/+3/-1(agile, finesse, magical, trip)
Damage: 1d4+1 slashing

Abilities

Change Shapeoffensive(concentrate, polymorph, primal)

Alzira changes into her humanoid or hybrid shape. Each shape has a specific, persistent appearance. In hybrid shape, Alzira appears as a mix between her elf ancestry and a bat. She gains a jaws unarmed Strike resembling a bat's fangs. In her humanoid shape, she retains the appearance of her original ancestry. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Harming Handsoffensive

When Alzira casts Harm, she rolls d10s instead of d8s.

Quick Changeoffensive

Trigger Alzira rolls initiative Effect Alzira's instincts kick in, and she takes on an aggressive stance. Alzira uses Change Shape to enter her hybrid form.