Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Beckoning Dance
(concentrate, enchantment, incapacitation, mental, primal, visual) The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a DC 38 Will save. The effect lasts for 1 round, but if the riekanoy uses Beckoning Dance again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Dance, 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 riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn. Critical Failure As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn.
Ability
Constrict
3d10+12 bludgeoning, DC 41
Ability
Entangling Hair
A riekanoy can have up to eight creatures grabbed within their hair at a time.
Ability
Primal Innate Spells
DC 41, attack +33; 9th hydraulic torrent, nature's enmity; 8th charm (at will), fire seeds (×3; see water lilies); 6th baleful polymorph (×3; aquatic animals only); 5th control water (at will); 2nd invisibility (at will), obscuring mist (at will); Constant (9th) true seeing, water walk
Ability
Sinuous Initiative
A riekanoy's swaying motions propel it into the fray with grace. While a riekanoy can act and isn't immobilized, it can roll Performance for initiative.
Ability
Waving Hair
The riekanoy attempts an Acrobatics check against each grabbed creature's Reflex DC. The riekanoy 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 hair.
Offense
Melee
Circumstance: combat round (melee)
hair +24 [+20/+16] (agile, reach 15 feet, finesse), Damage 4d10+12 bludgeoning plus Improved Grab
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
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
Aquan
Common
Sylvan
Perception
low-light vision
true seeing
Resistance
fire 20
Weakness
cold iron 20