Naiad RaiderCreature 6
Source Pathfinder Society Scenario #7-03: A Foot in the Door
Perception +14 (low light vision)
Languages Common, Elven, Fey, Thalassic
Skills Athletics +16, Intimidation +15, Stealth +15, Thievery +13
Str +4, Dex +3, Con +3, Int -1, Wis +2, Cha +0
AC 23; Fort +15; Reflex +15; Will +12;
HP 110
Speed 30 feet (swim 30 feet)
Weaknesses Cold Iron 3
Resistances Fire 3
Aqueous Maul
+17 (+12, +7) to hit (magical, shove, water) 1d10+10 BludgeoningAqueous Fist
+16 (+12, +8) to hit (agile, nonlethal, unarmed, water) 1d4+10 BludgeoningAnimal Empathy
The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals.
Reactive Strike
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.
Break Legs!
The naiad raider makes a maul Strike against an adjacent creature If it hits, the creature is knocked Prone and becomes Clumsy 1 for 1 minute As long as this clumsy condition lasts, the creature also takes a –5-foot penalty to its Speeds and has weakness 5 to the naiad raider's Strikes.
Effect: Break Legs!
Rushing Strike
The naiad raider Strides twice If they end their movement within melee reach of an enemy, they can make a melee Strike against that enemy.
Stampeding Shove
The naiad raider Shoves a creature, gaining a +2 circumstance bonus to their Athletics check if the target is Prone. If the Shove succeeds, the target takes 2d10 bludgeoning damage (double damage on a critical success).
Criminal organizations are always happy to loan out money at exorbitant rates, and their legbreakers are always happy to collect.
In the underbelly of society, the lawless reign supreme.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn 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.
FeyCreatures of the First World are called the fey.
NymphThis family of beautiful fey creatures has strong ties to natural locations.
WaterEffects 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 connection to magical water.