Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The phantom warrior can move
through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.
Multiattack. The phantom warrior makes two attacks with its spectral longsword.
Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) force damage.
Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:
1-3: Amphibious. The mongrelfolk can breathe air and water.
4-9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.
10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.
11-15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.
16-17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability check.
18-19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (ld4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 3 (ld4 + 1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (ld4 + l) piercing damage.
Spellcasting. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Dagger. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 2 (ld4) piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her-next turn. Once a target succeeds on a saving 1 throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
Brute. A melee weapon deals one extra die of its damage when lzek hits with it (included in the attack
Multiattack. lzek makes two attacks with his battleaxe.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) when used with two hands.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.