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Faydhaan

Creature 9 — elemental, genie, water

AnvilSnareLANDAQUATICelementalwatergenie

The faydhaans of the Plane of Water are more powerful than the other genies dwelling on the elemental planes, but they prefer to forge alliances through diplomacy and flattery. Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elemen

Source: pathfinder-monster-core

Perception +16; darkvision, wavesense (imprecise) 60 feet; (+18 to Sense Motive)
Languages common, thalassic, muan, petran, pyric, sussuran, talican; Truespeech
Skills athletics +19 (+23 to Swim), crafting +16, deception +18, diplomacy +20, nature +18, performance +20, society +16, stealth +18
Str
+4
Dex
+5
Con
+2
Int
+1
Wis
+3
Cha
+5
Items Trident
AC 28 Fort +17 Ref +18 Will +18
HP 145
Resistances fire 10
Speed 25 feet, swim 40 feet

Offense

Melee Trident (magical, reach-10) +20, Damage 2d8+10 piercing
Melee Fist (agile, magical, nonlethal, reach-10, unarmed) +20, Damage 1d4+10 bludgeoning
Ranged Trident (magical, thrown-20) +21, Damage 2d8+10 piercing

Abilities

Wavesense (Imprecise) 60 feet — This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Turbulent Seas (aura, water) — 40 feet.

Water in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
Change Shape (arcane, concentrate, polymorph) — The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn't affect their statistics, but it could change the damage type of their Strikes.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Gift of Hospitality (arcane, emotion, mental) — The faydhaan gives another willing creature a magical gift or an agreeable conversation. The creature gains a +2 status bonus to Society and Diplomacy checks. A creature can't have more than one gift at a time, and a faydhaan can't grant more than one gift at a time.

The gift ends if the target acts hostile, or if the faydhaan renounces the recipient (a single action).
Skewer — The faydhaan makes a trident Strike, dealing an extra 2d6 bleed{2d6 persistent bleed damage} on a hit (4d6 bleed{4d6} on a critical hit).
Arcane Innate Spells DC 24, attack +12
7th Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)
5th Control Water (At Will), Truespeech (At Will), Truespeech (Constant)
4th Hydraulic Torrent
2nd Invisibility (×2), Water Breathing
1st Create Water (At Will), Hydraulic Push (At Will)
Cantrips (7th) Detect Magic

WORKS WELL WITH

SniperLAND / AQUATICA ranged attacker can plink at foes slowed by the turbulent water while the faydhaan holds the front with its reach.
FlankerLAND / AQUATICA mobile striker exploits the persistent bleed left by Skewer before a target can retreat to recover.
MenderLAND / AQUATICA support creature offsets the attrition of a drawn-out fight, letting the faydhaan's reach and bleed wear the party down over time.

PUNISHES

✖ melee reliance✖ clumping✖ sustained engagements
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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