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Defaced Naiad QueenCreature 15


RareCEMediumAmphibiousFeyNymphWater
Source Pathfinder Kingmaker
Perception +28 (low-light vision)
Languages Aklo, Elven, Sylvan
Skills Acrobatics +28, Athletics +25, Deception +31, Diplomacy +29, Nature +28, Performance +31, Stealth +28, Survival +26
Str +0, Dex +7, Con +6, Int +4, Wis +5, Cha +8

AC 38; Fort +27; Reflex +30; Will +26;
HP 230
Speed 30 feet
Weaknesses Coldiron 15
Resistances Fire 15

Painful Caress One Action +30 (+26, +22) to hit (agile, finesse, magical) 3d10 + 14 Mental

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Shame

A defaced naiad queen suffers from shame when it attacks any target that can cast primal spells, any fey creature, or any creature that can cast divine spells and worships a deity or faith associated with nature or the First World (such as Gozreh, one of the Eldest, or the Green Faith). Forgive Foe can be attempted against a defaced naiad queen with a DC 36 diplomacy check or Nature check. If a defaced naiad queen is affected by a critical success from Forgive Foe, its eyes are restored and it cries out in relief an instant before it vanishes, returning to the First World as a chaotic neutral naiad queen. As it does so, a wave of emotional thanks and inspiration infuse the character who used Forgive Foe, granting them a +3 status bonus to Lore checks and saves against fear effects for 24 hours.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Nymph's Tragedy (aura, emotion, enchantment, mental, primal, visual)

30-foot emanation Aura

Creatures that start their turn in this aura must succeed at a DC 33 will save or become Dazzled as their eyes cloud with blood, darkening their vision. This effect persists as long as the creature continues to begin its turn within the aura, even if it can't see the defaced naiad on subsequent turns.

Agonized Wail One Action (auditory, emotion, enchantment, fear, mental, primal)

The defaced naiad queen unleashes an agonized wail. Each creature within 60 feet must succeed at a DC 33 will save or become Frightened 1 (or, on a critical failure, Frightened 2 and Fleeing until the end of its next turn). The creature is then temporarily immune to Agonized Wail for 1 hour.

Baleful Gaze One Action (emotion, enchantment, incapacitation, mental, primal, visual)

When a defaced naiad queen fixes her gaze upon a foe within range of her nymph's tragedy aura, the creature must attempt a Will save. On a failure, it is affected as if by nymph's tragedy; if it was already affected by that aura, it also takes 8d6 mental damage (16d6 on a critical failure). A defaced naiad queen can use Baleful Gaze on a given creature only once per turn.

Tortuous Touch

A creature struck by the defaced naiad queen's painful caress Strike must attempt a DC 36 fortitude save. On a failure, painful, jagged wounds open on the creature's body, the pain of which makes it Clumsy 1 (Clumsy 2 and fall Prone on a critical failure). The clumsy condition is permanent until it is removed via an effect like Restoration.


Primal Prepared Spells (DC 36, +28 to hit)

Cantrips (8th Level): Detect Magic, Guidance, Light, Ray of Frost, Stabilize
1st Level: Fear, Gust of Wind, Heal, Spider Sting
2nd Level: Dispel Magic, Glitterdust, Obscuring Mist, Web
3rd Level: Blindness, Lightning Bolt, Slow
4th Level: Fly, Freedom of Movement
5th Level: Cone of Cold
6th Level: Baleful Polymorph, Chain Lightning, Flesh to Stone
7th Level: Finger of Death

Primal Innate Spells (DC 36, +28 to hit)

1st Level: Charm (At Will)
4th Level: Speak with Plants (Constant)


Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards' songs and artists' paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats.

Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight.


Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.