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Naiad Water GuardianCreature 5


UncommonMedium
Source Pathfinder Society Scenario #7-03: A Foot in the Door
Perception +13 (low light vision)
Languages Common, Elven, Fey, Thalassic
Skills Athletics +13, Deception +11, Diplomacy +11, Intimidation +13, Society +13
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha +2

AC 22; Fort +11; Reflex +11; Will +13;
HP 75
Speed 25 feet (swim 25 feet)
Weaknesses Cold Iron 3
Resistances Fire 3

Aqueous Fist One Action +15 (+11, +7) to hit (agile, magical, unarmed, water) 1d4+7 Bludgeoning
Aqueous Spear One Action +15 (+10, +5) to hit (magical, water) 1d6+7 Piercing
Water Orb One Action +13 (+8, +3) to hit (magical, water) 1d6+5 Bludgeoning

Animal Empathy

The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals.

Reactive Strike 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.

At My Command One Action (auditory, concentrate, linguistic, mental)

Requirements The naiad water guardian's last action this turn was a successful Strike against a creature within 30 feet


Effect The naiad yells a command at the creature they hit The target must succeed at a DC 22 will save or spend the first action on its next turn doing as commanded (or all its actions on its next turn on a critical failure) The naiad can command a creature to approach them, release what its holding, or drop Prone Regardless of the result of its save, the creature is temporarily immune for 10 minutes.


Believing the ends justify the means, the unsanctioned sheriff is unafraid to use others for their own gain, through bribes, manipulation, or force.


These lone wolves have an aura of mystery, bravado, and swagger.


Traits

Uncommon

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.