Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant female naiad queen
Ability
Agonized Wail
(auditory, emotion, enchantment, fear, mental, primal) The defaced naiad queen unleashes an agonized wail. Each creature within 60 feet must succeed at a DC 33 Will save or become frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn). The creature is then temporarily immune to Agonized Wail for 1 hour.
Ability
Baleful Gaze
(emotion, enchantment, incapacitation, mental, primal, visual) When a defaced naiad queen fixes her gaze upon a foe within range of her nymph's tragedy aura, the creature must attempt a Will save. On a failure, it is affected as if by nymph's tragedy; if it was already affected by that aura, it also takes 8d6 mental damage (16d6 on a critical failure). A defaced naiad queen can use Baleful Gaze on a given creature only once per turn.
Ability
Nymph's Tragedy
(aura, emotion, enchantment, mental, primal, visual) 30 feet. Creatures that start their turn in this aura must succeed at a DC 33 Will save or become dazzled as their eyes cloud with blood, darkening their vision. This effect persists as long as the creature continues to begin its turn within the aura, even if it can't see the defaced naiad on subsequent turns.
Ability
Primal Innate Spells
DC 36, attack +28; 4th charm (at will); Constant (4th) speak with plants
Ability
Primal Prepared Spells
DC 36, attack +28; 8th finger of death, heal; 7th chain lightning, dispel magic, fly; 6th baleful polymorph, flesh to stone, lightning bolt; 5th cone of cold, heal (×2); 4th freedom of movement, heal (×2); 3rd blindness, fear, slow; 2nd glitterdust, obscuring mist, web; 1st fear, gust of wind, spider sting; Cantrips (8th) detect magic, guidance, light, ray of frost, stabilize
Ability
Shame
A defaced naiad queen suffers from shame (see below) when it attacks any target that can cast primal spells, any fey creature, or any creature that can cast divine spells and worships a deity or faith associated with nature or the First World (such as Gozreh, one of the Eldest, or the Green Faith). Forgive Foe can be attempted against a defaced naiad queen with a DC 36 Diplomacy check or Nature check. If a defaced naiad queen is affected by a critical success from Forgive Foe, its eyes are restored and it cries out in relief an instant before it vanishes, returning to the First World as a chaotic neutral naiad queen. As it does so, a wave of emotional thanks and inspiration infuse the character who used Forgive Foe, granting them a +3 status bonus to Lore checks and saves against fear effects for 24 hours.
Ability
Tortuous Touch
A creature struck by the defaced naiad queen's painful caress Strike must attempt a DC 36 Fortitude save. On a failure, painful, jagged wounds open on the creature's body, the pain of which makes it clumsy 1 (clumsy 2 and fall prone on a critical failure). The clumsy condition is permanent until it is removed via an effect like restoration.
Offense
Melee
Circumstance: combat round (melee)
painful caress +30 [+26/+22] (agile, finesse, magical), Damage 3d10+14 mental plus Tortuous Touch
Trait
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.
Trait
Auditory
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Trait
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Trait
Fey
Creatures of the First World are called the fey.
Trait
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Trait
Mental
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Trait
Nymph
This family of beautiful fey creatures has strong ties to natural locations.
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
Aklo
Elven
Sylvan
Perception
low-light vision
Resistance
fire 15
Weakness
cold iron 15
Resistances fire 15