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Riekanoy

Creature 19 (rare) — amphibious, fey, water

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDAQUATICfeywater

Source: night-of-the-gray-death-bestiary (Pre-Remaster)

Perception +31; low-light-vision, truesight 60 feet
Languages common, fey, thalassic
Skills acrobatics +35, athletics +31, deception +35, nature +33, performance +37, stealth +35, survival +33
Str
+6
Dex
+10
Con
+2
Int
+3
Wis
+6
Cha
+10
AC 45 Fort +28 Ref +37 Will +32
HP 410
Resistances fire 20
Weaknesses cold-iron 20
Speed 25 feet, swim 50 feet

Offense

Melee Hair (agile, finesse, reach-15) +24, Damage 4d10+12 bludgeoning plus Improved Grab

Abilities

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.
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.
Water Walk — Riekanoy is under the effects of 9th-rank Water Walk at all times.
Beckoning Dance (concentrate, 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.
Constrict — 3d10+12 bludgeoning, DC 41 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Entangling Hair — A riekanoy can have up to eight creatures Grabbed within their hair at a time.
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.
Improved Grab
Divine Innate Spells DC 41, attack +33
9th Nature's Enmity
6th Baleful Polymorph (Aquatic Animals Only) (×3), Fire Seeds (×3), True Seeing (Constant)
5th Control Water (At Will)
4th Hydraulic Torrent
2nd Invisibility (At Will), Obscuring Mist (At Will), Water Walk (Constant)
1st Charm (At Will)

WORKS WELL WITH

CrasherLAND / AQUATICA Crasher devastates the compelled and grabbed enemies the Weaver controls.
SniperLAND / AQUATICA Sniper picks off enemies held in place by the Weaver's entangling hair.
FlankerLAND / AQUATICA Flanker capitalizes on enemies the Weaver repositions with its hair.

PUNISHES

✖ clumping✖ low Will
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 Adventure: Night of the Gray Death.

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