Nuckelavee
Creature 9 — amphibious, fey
AnvilCrasherLANDAQUATICfeypoisondiseasefear
When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing its awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying. When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the land surrounding its path.
Source: pathfinder-monster-core
Perception +16; low-light-vision
Languages aklo, common, fey
Skills athletics +19, intimidation +19, nature +16, stealth +18, survival +16
Str
+6
Dex
+3
Con
+4
Int
+1
Wis
+3
Cha
+4
Items Bastard Sword
AC 28
Fort +19
Ref +16
Will +20
HP 190
Immunities disease, poison
Weaknesses cold-iron 10
Speed 40 feet, swim 40 feet
Offense
Melee Bastard Sword (magical, reach-10, two-hand-d12) +21, Damage 2d8+12 slashing plus 1d6 poison plus Mortasheen
Melee Jaws (agile, unarmed) +20, Damage 2d8+12 piercing plus 1d6 poison plus Mortasheen
Melee Hoof +20, Damage 2d6+12 bludgeoning plus Mortasheen
Abilities
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 25 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Purity Vulnerability — Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 acid damage to it and causing it to be Sickened 2.
A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).
A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).
Reactive Strike —
Blight Breath (disease, poison, primal) — The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 void damage to living creatures in the area with a DC 28 Fortitude save. A creature that fails also takes 2d6 bleed damage.
The nuckelavee can't use Blight Breath again for 1d4 rounds.
The nuckelavee can't use Blight Breath again for 1d4 rounds.
Mortasheen (disease) — The target can't recover from the fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants
Saving Throw DC 28 Fortitude
Stage 1 Carrier with no ill effect (1 day);
Stage 2 Drained 1 and Fatigued (1 day)
Stage 3 Drained 2 and fatigued (1 day)
Stage 4 dead
Saving Throw DC 28 Fortitude
Stage 1 Carrier with no ill effect (1 day);
Stage 2 Drained 1 and Fatigued (1 day)
Stage 3 Drained 2 and fatigued (1 day)
Stage 4 dead
Trample — Medium or smaller, hoof, DC 28 Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Primal Innate Spells DC 28, attack +20
5th Control Water
3rd Aqueous Orb
WORKS WELL WITH
SniperLAND / AQUATICA ranged striker keeps damaging from outside its blade's reach while its Reactive Strike deters melee from disengaging.
WeaverLAND / AQUATICA caster can layer save-based spells while the nuckelavee's frightful presence and breath already stress the same saves.
SnareLAND / AQUATICA controller that restricts movement keeps foes from spreading out of its trample charge lane.
PUNISHES
✖ clumping✖ low Fortitude✖ standing in its charge lane
Works well with · Punishes · Pairing advice
Unlock with Tactics
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