They have advantage on saving throws against being charmed and magic can't put them to sleep. They can use panpipes as an arcane focus to cast spells. They know the vicious mockery cantrip. Once they reach 3rd level, they can cast entangle with this trait, and starting at 5th level, they can also cast suggestion with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is their spellcasting ability for these spells. Normal clothing articles don't fit them, and their people do not clothe or armor themselves. Any garments they wish to wear must be custom-made with a material cost equal to the base item plus 50%. This does not include any service fee a craftsman may charge them. They gain proficiency in the Persuasion skill. They have advantage on saving throws against something you've consumed and on Perception checks to locate social gatherings. They can dance, sing, or play music endlessly without experiencing exhaustion. Ram: Melee Weapon Attack: +3 to hit, reach 1.5 m., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Shortsword: Melee Weapon Attack: +5 to hit, reach 1.5 m., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow: Ranged Weapon Attack: +5 to hit, range 24/97.5 m., one target. Hit: 6 (1d6 + 3) piercing damage.
Languages. Common and the Ancient Language.