Size:
Medium
Type:
Fey
Form:
biped... and how!
Temper:
fiendish
, treacherous
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 25
Climb/Arboreal:
Flight:
Swim:
± 50
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Breathless Kiss
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.
Action
Drowning Hair (1/Day)
The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.
Special
1/day
dominate person Watery Camouflage. In dim light or darkness, a rusalka that's underwater is invisible.
Special
At will
control water, suggestion, tongues, water walk (can be ended freely at will)
Special
Innate Spellcasting
The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
Special
Withered Tresses
If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.
A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough.
When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.
Near Water. Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.
Songs and Poetry. Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.
Lover's Walks. A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss-delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Beckoning Call
(auditory, concentrate, enchantment, incapacitation, mental, primal) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated and must spend each of its actions to move closer to the rusalka, while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn’t act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka’s turn. Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka’s turn.
Ability
Blurred Form
A rusalka is concealed while underwater.
Ability
Constrict
2d8+10 bludgeoning, DC 32
Ability
Entangling Tresses
A rusalka can have up to eight creatures grabbed within their tresses at a time.
Ability
Flowing Hair
The rusalka attempts an Athletics check and compares the result to each grabbed creature’s Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses.
Ability
Primal Innate Spells
DC 35; 5th control water (at will), summon elemental (living waterfall only); 3rd charm (at will); 2nd invisibility (at will), obscuring mist (at will); Constant (6th) water walk
Ability
Shameful Touch
(emotion, enchantment, mental, primal) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The creature is sickened 1 and stunned 1. Critical Failure The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting.
Offense
Melee
Circumstance: combat round (melee)
tresses +24 [+20/+16] (agile, finesse, reach 15 feet), Damage 3d8+10 bludgeoning plus Improved Grab
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Fey
Creatures of the First World are called the fey.
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.
Language
Common
Sylvan
Perception
low-light vision
Resistance
fire 10
Weakness
cold iron 15
Actions/Abilities/Traits: Pathfinder 2e
A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough.
When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.
Near Water. Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.
Songs and Poetry. Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.
Lover's Walks. A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss-delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.
5e SRD