He looked alive. He moved fluidly, but there was something wrong. His blue eyes called to me and I almost believed the sweet words coming from his mouth. That mouth, filled with thin translucent fangs, which somehow did not seem strange to me. I tried to look away, but I could not.
A nachzur is not one of the most powerful beings of the Navirim, but it still has great powers of persuasion over those of Atheles. They prefer to use a banter of words to defeat enemies than to fight outright.
Challenge Rating: 4
Hit Points: 40 (6d10+6)
Armor Class: 19 ( +2 DEX, +7 natural)
Saves: Fort +5 Ref +5 Will +3
Base Attack: +3
Melee: +3 Claws x2 1d6
Sanity Effects: At Will (Once per day)
Abilities: STR 11, DEX 14, CON 13, INT 15, WIS 12, CHA 16
Skills: Acrobatics +2, Athletics +0, Awareness +2, Endurance +1, Knowledge +2, Persuasion +3, Spellcraft +3, Survival +1, Thievery +2
Talents: 2 points or recommended: Advantage, Negotiator
Environment: Any / dark
At Will – Cause Fear (DC12); 2/day – Comprehend Languages, Tongues
When a nachzur takes over a host body, that body transforms to look more like the natural form of the nachzur, semi-transparent skin, enlarged cranium, bright blue eyes, and translucent fangs. They use the Alter Self ability to blend into population that surrounds them. This can be used once per day, but lasts indefinitely. Abilities or items that allow True Seeing, see through the nachzur’s illusion.
A nachzur can only be killed by being decapitated and then a silver spike hammered through their skull. Otherwise, the spirit of the nachzur will slowly repair the body until it is whole again.
Once per day a nachzur can summon another from the navirim to aid them. The summoned ally is always CR 2 or lower.
Unlike some navirites that possess a creature, a nachzur can not leave the body it inhabits. This makes them more likely to be cautious than other navirite fey.