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RiekanoyCreature 19


RareNEMediumAmphibiousFeyWater
Source Pathfinder Adventure: Night of the Gray Death
Perception +31 (low-light vision, true seeing)
Languages Aquan, Common, Sylvan
Skills Acrobatics +35, Athletics +31, Deception +35, Nature +33, Performance +37, Stealth +35, Survival +33
Str +6, Dex +10, Con +2, Int +3, Wis +6, Cha +10

AC 45; Fort +28; Reflex +37; Will +32;
HP 410
Speed 25 feet (swim 50 feet)
Weaknesses Coldiron 20
Resistances Fire 20

Hair One Action +24 (+20, +16) to hit (agile, finesse, reach, reach 15) 4d10+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.

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.

Sinuous Initiative

A riekanoy's swaying motions propel it into the fray with grace. While a riekanoy can act and isn't Immobilized, it can roll Performance for initiative.

Water Walk

Riekanoy is under the effects of 9th-level Water Walk at all times.

Beckoning Dance One Action (concentrate, enchantment, incapacitation, mental, primal, visual)

The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a DC 38 will save. The effect lasts for 1 round, but if the riekanoy uses Beckoning Dance again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Dance, that creature is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature is Fascinated and must spend each of its actions to move closer to the riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn.

Critical Failure As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn.

Constrict One Action

3d10+12 bludgeoning, DC 41

Entangling Hair

A riekanoy can have up to eight creatures Grabbed within their hair at a time.

Waving Hair One Action

The riekanoy attempts an Acrobatics check against each Grabbed creature's Reflex DC. The riekanoy moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its hair.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Primal Innate Spells (DC 41, +33 to hit)

1st Level: Charm (At Will)
2nd Level: Invisibility (At Will), Obscuring Mist (At Will), Water Walk (Constant)
4th Level: Hydraulic Torrent
5th Level: Control Water (At Will)
6th Level: Baleful Polymorph (Aquatic Animals Only), Fire Seeds, True Seeing (Constant)
9th Level: Nature's Enmity



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.