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RusalkaCreature 12


NEMediumAquaticFeyWater
Source Pathfinder Bestiary 2
Perception +22 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +21, Athletics +22, Deception +25, Diplomacy +21, Nature +21, Performance +23, Stealth +25
Str +4, Dex +5, Con +3, Int +1, Wis +3, Cha +7

AC 33; Fort +21; Reflex +25; Will +21;
HP 230
Speed 25 feet (swim 50 feet)
Weaknesses Coldiron 15
Resistances Fire 10

Tresses One Action +24 (+20, +16) to hit (agile, finesse, reach 15) 3d8+10 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.

Blurred Form

A rusalka is Concealed while underwater.

Beckoning Call One Action (auditory, concentrate, enchantment, incapacitation, mental, primal)

The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, 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 rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn.

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

Constrict One Action

2d8+10 bludgeoning, DC 32 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Entangling Tresses

A rusalka can have up to eight creatures grabbed within their tresses at a time.

Flowing Hair One Action

The rusalka attempts an Athletics check against each grabbed creature's Fortitude DC. The rusalka 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 tresses.

Shameful Touch One Action (emotion, enchantment, mental, primal)

The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 will save.


Critical Success The target is unaffected.

Success The target is Sickened 1.

Failure The creature is Sickened 1 and Stunned 1.

Critical Failure The creature is Sickened 1 and Stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting.

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 35, +25 to hit)

2nd Level: Invisibility (At will), Obscuring Mist (At will)
5th Level: Charm (At will), Control Water (At will)
6th Level: Water Walk (Constant)


These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break their victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in the rusalkas' defense, as the shame their captives feel often drives them to become obsessively loyal to these fey.


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.

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.