🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

The Dancing LadyCreature 6


UniqueCEMediumFey
Source Pathfinder Kingmaker
Perception +16 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Acrobatics +18, Deception +18, Nature +15, Performance +18, Stealth +16
Str +4, Dex +6, Con +3, Int +3, Wis +3, Cha +6

AC 28; Fort +12; Reflex +17; Will +14;
HP 135
Speed 25 feet
Weaknesses Coldiron 10

Claw One Action +20 (+16, +12) to hit (agile, finesse) 2d6+7 Slashing

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.

Captivating Dance Two Actions (enchantment, incapacitation, mental, primal, visual)

The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 26 will save.


Critical Success The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours.

Success The creature is Slowed 1 for 1 round and is temporarily immune to Captivating Dance for 24 hours.

Failure The creature is Fascinated, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is Slowed 1 until the end of its next turn.

Critical Failure As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is Paralyzed until the end of its next turn.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The Dancing Lady can transform into a large bat, with the effects from the bird option in the Aerial Form spell.


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.

Drink Blood One Action

Requirements A bleeding creature is within the baobhan sith's reach


Effect The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an Athletics check against the victim's Fortitude DC. On a success, the victim becomes Drained 1 and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points.

Drinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 medicine check, and sufficient blood or a blood donor, reduces the drained value by 1.


Primal Innate Spells (DC 26, +18 to hit)

2nd Level: Entangle
3rd Level: Mind Reading (At Will)
4th Level: Suggestion


Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith.

A baobhan sith avoids confrontations when outnumbered, and although territorial, they won't reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.