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GathganaraCreature 1

Source Pathfinder #175: Broken Tusk Moon
Perception +6 (darkvision)
Languages Common, Elven, Sylvan, Speak With Animals
Skills Acrobatics +6, Athletics +3, Diplomacy +7, Nature +6, Stealth +6, Survival +4
Str +0, Dex +3, Con +0, Int +1, Wis +1, Cha +4

AC 16; Fort +3; Reflex +6; Will +8;
HP 20
Speed 25 feet (swim 25 feet)
Weaknesses Coldiron 3
Resistances Fire 3

Aqueous Fist One Action +8 (+4, +0) to hit (agile, finesse, magical, water) 1d6 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Subterranean Naiad

Gathganara has darkvision, rather than low-light vision.

Wild Empathy

The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.

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.

Water Dependent

A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate Tidal Surge at will. She doesn't recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn't suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water.

Water Healing Two Actions (concentrate, healing, necromancy, primal)

While within her bonded body of water, the naiad heals 1 Hit Point every 10 minutes.

Primal Innate Spells (DC 17, +9 to hit)

1st Level: Charm, Create Water, Tidal Surge
2nd Level: Speak with Animals (Constant)

Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature.

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.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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.


Creatures of the First World are called the fey.


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.