Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status on all saves vs. magical
Ability
Attack of Opportunity [Reaction]
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The water yai takes on the appearance of a storm giant. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of gaseous form except they retain their land Speed, double their swim Speed, and can't fly.
Ability
Enveloping Kimono
Circumstance: The water yai's last action was a successful kimono Strike;
The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a Performance check against the creature's Reflex DC. Critical Success The creature takes 20d6 electricity damage and is grabbed until the end of its next turn. Success As critical success, but only 10d6 electricity damage. Failure The target takes 5d6 electricity damage but is not grabbed. Critical Failure The target is unaffected.
Ability
Primal Innate Spells
DC 38; 9th chain lightning, horrid wilting; 8th hydraulic torrent; 5th control water (at will); 4th charm (×3), darkness; 2nd invisibility (at will, self only); Constant (9th) water walk
Ability
Shocking Douse [Reaction]
Circumstance: Trigger: A creature within 100 feet casts a fire spell;
The water yai flourishes their kimono and attempts a Performance check to counteract the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save).
Offense
Melee
Circumstance: combat round (melee)
longspear +35 [+30/+25] (evil, magical, reach 20 feet), Damage 3d8+15 piercing plus 2d6 electricity
Offense
Ranged
Circumstance: combat round (ranged)
electric missile +30 [+25/+20] (electricity, evil, magical, range increment 60 feet), Damage 3d12+12 electricity plus flat-footed for 1 round
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Oni
Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.
Trait
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 magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
electricity
Item
+2 greater striking longspear
Language
Common
Jotun
Perception
greater darkvision