River Spirit
A soft spoken young woman swims around a lake, offering you a spot amongst those having fun inside. The glamer removed once you hop in, you see a pile of corpses reaching to grab you.
Level 1 Medium Undead/Fey [boss]
Defense Traits
AC 14 (+4) HP 52 Poise 23 Fort +0, Refl +3, Will +3
Bound - River spirits are bound to the body of water they perished in and cannot be forcefully removed from it. They also cannot willingly leave it.
Resistance - Necrotic
Washed Away [recharge] [elusive] - As a swift action, a river spirit can cause a wave of water to push itself or an ally within 30 ft. It pushes up to 30 feet in a straight line.
Beneath the Waves - As long as its attacker is not immersed in water, gains resistance to ALL damage from said creature.
Offense Traits (DC 14)
Caress +3 Drain 1 and fatigue
Waterbending (C) +3 (30 ft) 2d6+3
Innate Techniques - Pollinate, Bone Shaker, Decomposition 1/day - Mind Crush, Wild Growth, Blight, Unnatural Lust
Pool Party [glamer] - A river spirit is surrounded by the victims it kills. From outside of the water the victims and the spirit appear as though they have taken on aquatic forms and are enjoying life beneath the surface of the water.
For creatures that are inside of the water, the skeletal victims reach for them and pull them under. The victims cannot be attacked. They deal 17 poise damage each turn [persistent].
Boss Actions
Rattle 'Em Boys [recharge] [companion] - Once the jig is up and creatures realize the true nature of the river spirit, let 2 skeletal victims walk free, functioning as skeletons. They gain the river spirit's teamwork feats and a +4 bonus to grapple attacks. Water's Caress [elusive] - Move up to 20 feet and automatically land a caress attack when a creature is grappled. Usable 1/turn.
Weaknesses/Deep Lore
Temptation [charm] - A river spirit has an aura that compels creature to approach the water's edge (will negates). Each turn a creature stands next to the water, they are unknowingly drained 1 as it caresses them. The effects of the drain are not apparent to onlookers or the creature until the river spirits hold is broken. Each turn a tempted creature may attempt a new will save to realize what is happening.
If creatures that are not tempted happen to pass a religion check, they automatically learn of this quality.
Weakness - Crush 2
Other Traits
Ability Scores - Str -1, Dex +2, Lucc +2, Int +1, Wis +0, Cha +3
Nightvision
Speed - Swim 40
Feats - Combat Step, Escape Route
Skills - +3 perception, +10 deception, +4 local, +4 cryptozoology

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