Naiad QueenCreature 7
Source Pathfinder Bestiary
Perception +18 (low-light vision)
Languages Common, Elven, Sylvan, Speak With Animals
Skills Acrobatics +16, Athletics +9, Diplomacy +20, Medicine +15, Nature +15, Performance +20, Stealth +14, Survival +15
Str +0, Dex +5, Con +4, Int +3, Wis +4, Cha +7
AC 26; Fort +15; Reflex +18; Will +17;
HP 100
Speed 25 feet (swim 25 feet)
Weaknesses Coldiron 10
Resistances Fire 10
Aqueous Fist +17 (+13, +9) to hit (agile, finesse, magical, water) 2d6+6 Bludgeoning
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.
Tied to the LandA nymph queen is intrinsically tied to a specific region, such as a forest for a dryad queen. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract spells and rituals such as Blight that would harm the environment, using her Spell DC with a counteract level equal to the highest-level druid spell she can cast. When the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region.
Wild EmpathyThe naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 Beauty (aura, emotion, enchantment, mental, primal, visual)30 feet Aura
On a failed save, the target is Stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can't see her on subsequent turns.
Creatures that start their turn in the aura must succeed at a DC 23 will save or suffer an effect described in the nymph queen's entry.
Change Shape (polymorph, primal, transmutation)Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Focus Beauty (emotion, enchantment, mental, primal, visual)On a failed save, if the target was already affected by the naiad queen's beauty, the image of the queen sears into the creature's mind, allowing no further sight and effectively Blinding the creature until restored via Restore Senses or a similar effect, or until the naiad queen chooses to remove the effect using a single action, which has the concentrate trait.
The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a DC 23 will save. On a failure, it is affected as if by the nymph queen's nymph's beauty aura; if it was already affected by the aura, it suffers a greater effect described in the nymph queen's entry. A nymph queen can Focus Beauty on a given creature only once per turn.
Inspiration (emotion, enchantment, mental, primal)A nymph queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the nymph queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.
If a nymph queen grants her Inspiration to a bard and the nymph queen is that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.
Effect: Naiad Queen's Inspiration
Water Healing (concentrate, healing, necromancy, primal)While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes.
Primal Prepared Spells (DC 28, +18 to hit)
Cantrips (4th Level): Detect Magic, Guidance, Light, Ray of Frost, Stabilize
1st Level: Fleet Step, Gust of Wind, Heal, Negate Aroma, Summon Animal
2nd Level: Animal Messenger, Faerie Fire, Tree Shape
3rd Level: Earthbind, Haste
1st Level: Charm, Create Water, Tidal Surge (At Will)
2nd Level: Speak with Animals (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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn 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.
FeyCreatures of the First World are called the fey.
WaterEffects 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.