Omikyr (5e Creature)
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Medium fey (shapechanger), chaotic good
Innate Spellcasting. The omikyr's innate spellcasting ability is Charisma (spell save DC 13). The omikyr can cast the following spells innately, requiring no material components:
At will: dancing lights, druidcraft, goodberry, invisibility, light, minor illusion
Shapechanger. The omikyr can use its action to polymorph into a Medium deer, a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the omikyr's choice).
Shortsword (Humanoid or True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite (Deer or True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (3d4) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be charmed or frightened (omikyr's choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Omikyri are fey creatures that vaguely resemble humanoids with the heads of deer that love the shine of metallic objects almost as much as the beauty of nature, caring not for the value humanoids place on them, but rather to see their shine. Among their own kind, they rank each other based on the beauty and number of collected objects, with the owners of the largest collections being seen as nobility, so they fight fiercely to protect their collections.
Deer Spellcasters. Omikyri have some innate spellcasting that they use to distract foes, or to lead them astray, but they mostly use it to hide away their collections for safekeeping. They can also use their magic to transform from their normal forms to a humanoid form or into the form of a deer.