{"name":"Ma'ii","overview":"","image_id":"","ability_score_increase":"","age":"Ma\u2019ii reach adulthood by age 25 and live on average for 75 years.","alignment":"","size":"Medium","speed":"Your base walking speed is 35 ft and you have a climbing speed of 30 ft.","languages":"","parent_race":"","sub_races":"","race_features":"[h3]Coyote Senses[\/h3]\r\nYou gain proficiency in the Perception and Survival skill.\r\n\r\n[h3]Darkvision[\/h3]\r\nYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\u2019t discern color in darkness, only shades of gray.\r\n\r\n[h3]Dune Stalker[\/h3]\r\nAs an action, the ma\u2019ii can turn into a coyote for up to 1 hour. If the ma\u2019ii is reduced to 0 hit points while in this form, they turn back into their humanoid form. You can use this feature a number of times, equal to your proficiency bonus, regaining all uses when you finish a long rest.\r\n\r\nWhile in Coyote form, the following applies:\r\n[ul]\r\n- You retain your own hit points and all your physical and mental ability scores.\r\n- Your armor class becomes 13.\r\n- Your speed becomes 50.\r\n- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.\r\n- You gain a Bite attack, that deals 1d6 piercing damage, instead of the Bludgeoning damage that is normal for an unarmed strike.\r\n- You can\u2019t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn\u2019t break your concentration on a spell you\u2019ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you\u2019ve already cast.\r\n- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.\r\n- Your new form can use the same special senses as your normal form (such as darkvision).\r\n- Your equipment doesn\u2019t change size or shape to match the new form, and any equipment that the new form can\u2019t wear must either fall to the ground or merge with it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment visually, based on the creature\u2019s shape and size. Equipment that merges with the form has no effect until you leave the form.\r\n[\/ul]\r\n\r\n[h3]Mirthful Cunning[\/h3]\r\nAs a bonus action, you can choose to gain advantage on your next attack roll, ability check, or saving throw, you make within 1 minute. The next roll you then make after that, is always made at disadvantage. Once you use this feature, you can't use it again, until you finish a long rest.","description":"","source":"Auroboros - Coils of the Serpent","jsondata":"","tags":"","isShared":"on","templateId":"5520","blockId":"1267625","world":"babca50d-c3f1-4bbb-aaa1-c988d337c939","folder":"5189"}