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PendidiaCreature 10


Unique​Medium​Amphibious​Fey​Mythic​Nymph​Water​
Source Pathfinder #218: Titanbane
Perception +20 (low light vision)
Languages Common, Elven, Fey, Thalassic
Skills Acrobatics +18, Athletics +12, Diplomacy +20, Nature +22, Stealth +22, Survival +20
Str +3, Dex +7, Con +5, Int +3, Wis +4, Cha +7

AC 30; Fort +16; Reflex +22; Will +18;
HP 175
Speed 25 feet (swim 50 feet)
Weaknesses Cold Iron 10
Resistances Fire 10

Aqueous Fist One Action +23 (+19, +15) to hit (agile, finesse, magical, water) 4d8 Bludgeoning
Water Orb One Action +23 (+18, +13) to hit (magical, water) 4d8 Bludgeoning

Animal Empathy

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

Recharge Spell One Action (concentrate)

Cost 1 Mythic Point


Effect Pendidia regains one spell.

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.

Mythic Resilience (Reflex and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Water Dependent

A naiad is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Water Healing (healing, primal, vitality)

For every 10 minutes a naiad spends soaking in her bonded body of water, she regains 45 healing Hit Points.


Primal Innate Spells (DC 29, +21 to hit)

1st Level: Charm, Create Water, Hydraulic Push, Tidal Surge (At Will)
5th Level: Control Water


Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen home, sometimes they congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids—and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of the natural world.


Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water


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.

Amphibious

An 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.

Fey

Creatures of the First World are called the fey.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Nymph

This family of beautiful fey creatures has strong ties to natural locations.

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 connection to magical water.