🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Water YaiCreature 17


CEHugeFiendGiantHumanoidOniWater
Source Pathfinder Bestiary 2
Perception +32 (greater darkvision)
Languages Common, Jotun
Skills Acrobatics +30, Arcana +29, Athletics +33, Deception +32, Intimidation +32, Nature +29, Performance +33
Str +9, Dex +6, Con +6, Int +5, Wis +9, Cha +6

AC 40; Fort +27; Reflex +29; Will +34; +1 status to all saves vs. magic
HP 295 (regeneration 15 (deactivated by acid or fire)
Speed 40 feet (fly 40 feet, swim 50 feet)
Immunities electricity

Longspear One Action +35 (+30, +25) to hit (evil, magical, reach 20) 2d6 Electricity + 3d8+15 Piercing
Kimono One Action +33 (+28, +23) to hit (electricity, evil, magical, reach 15) 3d12+12 Electricity
Fist One Action +33 (+29, +25) to hit (agile, evil, magical, reach 15) 2d6 Electricity + 3d8+15 Bludgeoning
Electric Missile One Action +30 (+25, +20) to hit (electricity, evil, magical, range increment 60) 3d12+12 Electricity

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

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.

+1 Status to All Saves vs. MagicRegeneration 15 (acid or fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

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.

Shocking Douse Reaction

Trigger A creature within 100 feet casts a fire spell


Effect The water yai flourishes their kimono and attempts a Performance check to counteract the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic reflex save).

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

The water yai takes on the appearance of a Storm Giant. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of Gaseous Form except they retain their land Speed, double their swim Speed, and can't fly.


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.

Enveloping Kimono One Action (electricity, manipulate, primal, transmutation, water)

Requirements The water yai's last action was a successful kimono Strike


Effect The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a Performance check against the creature's Reflex DC.


Critical Success The creature takes 20d6 electricity damage and is Grabbed until the end of its next turn.

Success As critical success, but only 10d6 electricity damage.

Failure The target takes 5d6 electricity damage but is not grabbed.

Critical Failure The target is unaffected.


Primal Innate Spells (DC 38, +28 to hit)

2nd Level: Invisibility (At will) (Self only)
4th Level: Charm, Darkness
5th Level: Control Water (At will)
8th Level: Hydraulic Torrent
9th Level: Chain Lightning, Horrid Wilting, Water Walk (Constant)


Among the most powerful yai are those who emulate the form of storm giants. Rather than lord over their giant-kin like most oni, though, water yai prefer to lurk alone in the world's oceans (or, much more rarely, large and remote fresh-water lakes). When a water yai must interact with mortals beneath the waves, they prefer to do so while disguised as a storm giant. Water yai pursue the acquisition of material wealth and riches above all other interests, garbing themselves in richly colored, magically waterproofed kimonos and adorning their monstrous faces with all manner of jewelry. These yai can infuse their kimonos with eerie magical properties, and in combat, they can also fire bolts of electricity from their third eye.


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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

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.