Naiad Water DefenderCreature 7
Source Pathfinder Society Scenario #7-03: A Foot in the Door
Perception +14 (low light vision)
Languages Common, Elven, Fey, Thalassic
Skills Lore +15, Acrobatics +15, Athletics +17, Deception +15, Intimidation +17, Society +11, Stealth +17, Thievery +15
Str +4, Dex +4, Con +2, Int +2, Wis -1, Cha +4
AC 24; Fort +13; Reflex +17; Will +12;
HP 110
Speed 30 feet (swim 30 feet)
Aqueous Shortsword
+18 (+14, +10) to hit (agile, magical, versatile s, water) 1d6+10 PiercingAqueous Fist
+17 (+13, +9) to hit (agile, magical, unarmed, water) 1d4+10 BludgeoningWater Orb
+17 (+12, +7) to hit (magical, water) 1d6+8 BludgeoningAnimal Empathy
The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals
Deny AdvantageThe naiad water defender isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
Evasive ReflexesWhen the naiad water defender rolls a success on a Reflex save, they get a critical success instead.
Nimble Dodge
Trigger The naiad water defender is targeted with an attack by an attacker they can see
Effect The naiad water defender gains a +2 circumstance bonus to AC against the triggering attack.
Surprise AttackerOn the first round of combat, creatures that haven't acted are Off-Guard to the naiad water defender.
Brutal Rally
(auditory, emotion, linguistic, mental)Trigger The naiad water defender rolls a critical hit against a creature
Effect All allies that can see the naiad water defender gain a +1 circumstance bonus to attack rolls until the start of the naiad water defender's next turn.
Effect: Brutal Rally
Gang UpAny enemy is Off-Guard against the naiad water defender's melee attacks due to flanking as long as the enemy is within melee reach of both the naiad water defender and one of the naiad water defender's allies.
Quick Draw
The naiad water defender Interacts to draw a weapon, then Strikes with that weapon
Sneak AttackThe naiad water defender deals an extra 2d6 precision damage to Off-Guard creatures.
Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals.
Villains pursue selfish and cruel goals, trampling over anyone in their way.
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.