Rusalka
Creature 12 — aquatic, fey, water
SnareWeaverAQUATICLANDfeywater
These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in their defense, as their captives' misery often drives them to become obsessively loyal to these fey. If a person ever escapes a rusalka's clutches, the rusalka will likely seek them out and shame them for "abandoning" their home, a
Source: pathfinder-monster-core-2
Perception +22; low-light-vision
Languages common, fey
Skills acrobatics +21, athletics +24, deception +25, diplomacy +21, nature +21, performance +23 (+25 to sing), stealth +25
Str
+4
Dex
+5
Con
+3
Int
+1
Wis
+3
Cha
+7
AC 33
Fort +21
Ref +25
Will +21
HP 230
Resistances fire 10
Weaknesses cold-iron 15
Speed 25 feet, swim 50 feet (water walk)
Offense
Melee Tresses (agile, finesse, reach-15) +24, Damage 3d8+10 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.
Blurred Form — A rusalka is Concealed while underwater.
Beckoning Call (auditory, concentrate, incapacitation, mental, primal) — The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 29 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, 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 rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn.
Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn.
Success The creature is unaffected.
Failure The creature is Fascinated and must spend each of its actions to move closer to the rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn.
Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn.
Constrict — 2d8+10 bludgeoning, DC 32 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.
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 Tresses — A rusalka can have up to eight creatures grabbed within their tresses at a time.
Flowing Hair — The rusalka attempts an Athletics check against the Fortitude DC of each creature they have Grabbed or Restrained by their tresses. The rusalka 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 tresses.
Shameful Touch (emotion, mental, primal) — The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save.
Critical Success The target is unaffected.
Success The target is Sickened 1.
Failure The creature is sickened 1 and Stunned 1.
Critical Failure The creature is sickened 1, stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting.
Critical Success The target is unaffected.
Success The target is Sickened 1.
Failure The creature is sickened 1 and Stunned 1.
Critical Failure The creature is sickened 1, stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting.
Improved Grab —
Primal Innate Spells DC 35, attack +27
5th Control Water (At Will)
2nd Invisibility (At Will), Mist (At Will), Water Walk (Constant)
1st Charm (At Will)
WORKS WELL WITH
AnvilAQUATIC / LANDA durable front-liner holds priority attention while this controller grabs and hauls squishier targets away from support.
CrasherAQUATIC / LANDCreatures Grabbed and dragged closer become easy targets for a heavy striker to finish before they can Step free.
SniperAQUATIC / LANDTargets pulled and Restrained by the tresses lose their ability to close distance, letting a ranged attacker keep firing without interference.
PUNISHES
✖ clumping✖ melee reliance✖ low Will
Avoid stacking with another Grab-based Snare underwater; only so many creatures can be tied up before the control becomes redundant.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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