11 (14 with frostskin)
65 (10d8 + 20)
30 ft.
Con +5, Wis +7
History +4, Insight +7, Nature +4, Perception +7, Survival +7
Common
8
The Norvan has advantage on saving throws against being frightened.
The shaman creates a magical hard frost on their skin which increases their AC to 14 for 1 minute.
The shaman has advantage on saving throws against being charmed.
The shaman has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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: • Cantrips (at will): druidcraft, guidance, produce flame, shillelagh • 1st level (4 slots): animal friendship, beast sense, cure wounds, speak with animals • 2nd level (3 slots): animal restoration, darkvision, lesser restoration, pass without trace • 3rd level (3 slots): feign death, sleet storm, wind wall • 4th level (3 slots): confusion, ice storm, freedom of movement • 5th level (2 slots): reincarnate, scrying
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
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.