Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Primal Innate Spells
DC 17; 1st create water, sleep; Cantrips (1st) prestidigitation
Ability
Viscous Choke
Frequency: once per day
Effect: The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or begin to choke and must hold their breath to avoid drowning. The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.)
Ability
Vulnerable to Sunlight
A fuath becomes drained 1 (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight. Being submerged in more than a foot of water prevents the sunlight from harming the fuath.
Offense
Melee
Circumstance: combat round (melee)
claw +9 [+5/+1] (agile, finesse), Damage 1d6+1 slashing
Offense
Ranged
Circumstance: combat round (ranged)
dart +9 [+5/+1] (agile, range increment 20 feet), Damage 1d4+1 piercing
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
Fey
Creatures of the First World are called the fey.
Trait
Gremlin
Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
Item
darts (6)
Language
Aquan
Perception
darkvision
Weakness
cold iron 2
fire 2