Size:
Medium
Type:
Fey
Form:
biped... and how!
Temper:
fiendish
, treacherous
# App:
± solitary, pair, or eddy (3-6)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 30 ft.
Climb/Arboreal:
Flight:
± 40 ft. (poor)
Swim:
± 60 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Special
1/day
summon nature's ally VI (water elementals only)
Special
3/day-quickened
charm monster (DC 21), control water
Special
At will
entangle (DC 18), fog cloud, invisibility
Special
Beckoning Call (Su)
As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (DC 27 Will negates). A creature that successfully saves is not subject to the same rusalka's beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Special
Constant
blur, water walk
Special
Staggering Touch (Su)
A creature touched by a rusalka must make a DC 27 Fortitude save or be staggered for 1 round by overwhelming feelings of desire and shame. This is a mind-affecting effect. The save DC is Charisma-based.
Special
Tresses (Su)
A rusalka's long hair is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, a rusalka does not gain the grappled condition itself. In addition, a rusalka uses its Charisma modifier in addition to its Strength modifier for all combat maneuver checks made with its tresses.
Action
Feat 1
Agile Maneuvers
Action
Feat 10
Weapon Finesse
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Great Fortitude
Action
Feat 5
Improved Initiative
Action
Feat 6
Iron Will
Action
Feat 7
Quicken Spell-Like Ability (charm monster)
Action
Feat 8
Skill Focus (Perception)
Action
Feat 9
Skill Focus (Stealth)
Action
Melee 1
staggering touch +16 (stagger)
Action
Melee 2
4 tresses +16 (2d6+5 plus grab)
Treasure
standard
Environments
any
Actions/Abilities/Traits: Pathfinder 1e
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