- For other Swanmay, see Swanmay (disambiguation).
Chapter 2: Humanoid Races |
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Humanoid Races |
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Races |
Aarakocra · Alaghi · Beastman · Bugbear · Bullywug, Advanced · Centaur · Fremlin · Giant-kin, Firbolg · Giant-kin, Voadkyn · Gnoll · Gnoll, Flind · Goblin · Hobgoblin · Kobold · Lizard Man · Minotaur · Mongrelman · Ogre, Half-Ogre · Ogre Mage · Orc, Half-Orc · Pixie · Satyr · Saurial · Swanmay · Wemic |
Swanmay (Complete Book of Humanoids)[]
Ability Score Adjustments. The initial ability scores are modified by a +1 bonus to Dexterity and Wisdom.
Ability | Minimum* | Maximum |
---|---|---|
Strength | 13/9 | 18 |
Dexterity | 13/9 | 18 |
Constitution | 14/12 | 18 |
Intelligence | 9/12 | 18 |
Wisdom | 14/12 | 19 |
Charisma | 9/15 | 18 |
- * The second number is for the druid class. These ability score minimums include the class minimums.
Class | Maximum Level |
---|---|
Warrior | |
— | |
14 | |
— | |
Wizard | |
— | |
— | |
Priest | |
— | |
12 | |
— | |
— | |
Rogue | |
— | |
— |
Hit Dice. Player character swanmays receive hit dice by class.
Alignment. Swanmays have the alignment of their class, either any good (ranger) or true neutral (druid).
Natural Armor Class. 7.
Background. Swanmays are human females who can transform into swans (but they are not actually swans). In human form, they are indistinguishable from other people, appearing by their garb and equipment much like rangers or druids. When they shift into swan form, their equipment remains behind. Thus, swanmays try to hide these items before undergoing transformation.
Swanmays belong to a special sorority of shapechanging rangers and druids. Their ability to transform into swans at will is granted by the special token they carry (which only functions for them). This may be feather token, a feathered garment, a signet ring, etc. The token transforms into part of the swan's plumage or appears on the transformed swan's leg. These magical tokens can be spotted by use of a detect magic spell.
The swanmay sorority is very secretive. Only human females are admitted, usually after they have unknowingly preformed a great service for another swanmay. Most retire from casual adventuring to devote themselves full time to their new responsibilities.
Swanmays live in communal lodges near bodies of water in hidden forests. They hate poachers and others who disturb the natural order of the land. They dislike brash, noisy creatures, ferocious beasts, and monsters of evil alignment. They are friends and protectors of the forest folk, though they tend to avoid other humanoids. Swanmays might approach nature-oriented priests or close adventuring companions when they require assistance against some great evil.
Languages. Sylvan elf, dryad, common.
Role-Playing Suggestions. Swanmays are independent protectors of the forests and wildlife. PC swanmays should try to make sure that their adventuring actively opposes evil races and monsters that despoil the wildlife and countryside.
Swanmays rarely, if ever, reveal their true natures —even to close companions. Even if their natures are known, they will reveal nothing about the sorority they belong to. They seek adventures that will ultimately benefit nature, the wetlands, and the forests.
Special Advantages. All special advantages apply in swan form only. A swanmay can only be harmed by +1 weapons or better. Swanmays have an innate magic resistance of 2% per hit die. The swanmay can fly at a speed of 19, maneuverability class D.
Special Disadvantages. Without their special tokens, swanmays are trapped in their current form. If the token is stolen, the swanmay cannot change until it is recovered. If the token is destroyed, the swanmay must go on a special quest in order to replace it.
Monstrous Traits. Transformation ability.
Superstitions. Swanmays watch nature for signs and omens. Their deep hatred of all things evil may sometimes approach fear.
Weapon Proficiencies: Broad sword, dagger, long bow, long sword, short bow, short sword.
Nonweapon Proficiencies: Alertness, animal handling, animal lore, animal noise, bowyer/ fletcher, danger sense, direction sense, firebuilding, fishing, hiding, hunting, set snares, survival (forests, wetlands), swimming, Bonus Proficiencies: Ranger — tracking, druid — weather sense.