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NuckelaveeCreature 9


NELargeAmphibiousFey
Source Pathfinder Bestiary 2
Perception +16 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Athletics +19, Intimidation +19, Nature +16, Stealth +18, Survival +16
Str +6, Dex +3, Con +4, Int +1, Wis +3, Cha +4

AC 28; Fort +19; Reflex +16; Will +20;
HP 190
Speed 40 feet (swim 40 feet)
Immunities disease, poison
Weaknesses Coldiron 10

Bastard Sword One Action +21 (+16, +11) to hit (magical, reach 10, two hand d12) 2d8+12 Slashing + 1d6 Poison
Jaws One Action +20 (+16, +12) to hit (agile) 1d6 Poison + 2d8+12 Piercing
Hoof One Action +20 (+15, +10) to hit 2d6+12 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 25 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Purity Vulnerability

Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be Sickened 2. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).

Breath Weapon Two Actions (disease, necromancy, poison, primal)

The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic fortitude save) to living creatures in the area. A creature that fails also takes 2d6 Persistent Bleed Damage.

The nuckelavee can't use Breath Weapon again for 1d4 rounds.

Mortasheen (disease, virulent, animals, plants)

The target can't recover from the Fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants DC 28 fortitude


Saving Throw DC 28 fortitude

Stage 1 Carrier with no ill effect (1 day)

Stage 2 Drained 1 and fatigued (1 day)

Stage 3 Drained 2 and fatigued (1 day)

Stage 4 dead

Trample Three Actions

Medium or smaller, hoof, DC 28 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Primal Innate Spells (DC 28, +18 to hit)

3rd Level: Stinking Cloud
5th Level: Control Water

Rituals

4th Level: Blight


When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing the awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying.

When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the lands surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, though, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time.


Traits

Common

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.

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.