Trumpeter Swan
This large waterfowl has a wide wingspan, all-white feathers, a black bill, and a long, curving neck.
Swans are large and aggressive waterfowl. The average adult trumpeter swan is 5 feet long and weighs around 25 pounds.
N Small
Init +2; Senses ; Perception +8
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 10 ft., 100 ft. (average)
Melee bite +1 (1d4), 2 wings –4 (1d3)
STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 13, Cha 5
Base Atk +0; –1; CMD 11
Feats Skill Focus (Perception)
Skills Fly +4, Perception +8
ECOLOGY
Environment temperate lakes or swamps
Organization solitary, pair, or flock (3–10)
Treasure none
Nixie
This green-skinned fey has webbed hands and feet. Its hair is the color of seaweed, and is decorated with shells.
Nixie by DM Omareth
Nixies are guardians of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. While this often involves confusing enemies and driving foes away, nixies are not afraid of spilling blood to protect their homes—though they prefer not to resort to such means unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45 pounds. Nixies avoid combat if possible, using charm person to lead humanoids away from their lairs. They sometimes use this ability to enslave people to act as protectors or help with a task that is simply too big for them to deal with. They cast water breathing on charmed creatures helping with tasks below the surface. Nixies are reclusive and prefer to keep their presence hidden. They make lairs underwater, forming small communities if their numbers are great enough. Legends speak of a secret nixie kingdom at the bottom of a great lake, but no one has yet confirmed its location.
N Small (aquatic)
Init +3; Senses ; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 9 (2d6+2)
Fort +1, Ref +6, Will +4
5/cold iron; 12
OFFENSE
Speed 20 ft., 30 ft.
Melee short sword +5 (1d4–2/19–20)
Ranged light crossbow +5 (1d6/19–20)
(CL 6th; concentration +10)
3/day—charm person (DC 15)
1/day—water breathing (CL 12th)
STATISTICS
Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18
Base Atk +1; –2; CMD 11
Feats Weapon Finesse
Skills Bluff +9, Craft (any one) +5, Escape Artist +8, Handle Animal +6, Perception +6, Perform (sing) +8, Sense Motive +5, Stealth +12, Swim +10
Languages Aquan, Sylvan
SQ , wild empathy +14
ECOLOGY
Environment temperate water
Organization gang (2–4), band (6–11), or tribe (20–80)
Treasure standard (light crossbow with 20 bolts, short sword, other treasure)
SPECIAL ABILITIES
Wild Empathy (Ex) This ability works like the druid ability of the same name. The nixie’s total includes a +8 racial bonus on wild empathy checks.
Giant Belostomatid
Six powerful legs, each ending in a hooked claw, jut from the shield-like body of this horse-sized insect.
The giant belostomatid is an ambush predator that lurks in shallow water and hides amid floating snags and debris. Smaller versions of these insects are known colloquially as “toebiters,” yet this version of the creature is the size of a horse and can sever the leg of a human in one bite.
N Large (aquatic)
Init +1; Senses 60 ft., 60 ft.; Perception +0
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +1
mind-affecting effects
OFFENSE
Speed 20 ft., 20 ft. (poor), 40 ft.
Melee bite +4 (1d6+2 plus digestive enzyme), 2 claws +4 (1d4+2 plus )
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 15, Dex 13, Con 16, Int —, Wis 11, Cha 2
Base Atk +3; +6 (+10 grapple); CMD 17 (25 vs. trip)
Skills Fly –5, Stealth –3 (+5 in water), Swim +10
Racial Modifiers +8 Stealth in water
SQ
ECOLOGY
Environment temperate lakes, rivers, or swamps
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Digestive Enzyme (Ex) A giant belostomatid injects a corrosive enzyme that paralyzes its prey. A creature bitten by this insect must succeed at a DC 15 Fortitude save or be paralyzed for 1d4 rounds. Each round, the creature can attempt a new save; on a failure it is still paralyzed and takes 1d2 points of Constitution damage. The save DC is Constitution-based.
River Drake
With graceful wings and wide fins, this sleek dragon looks equally well equipped to glide through sea and sky.
Preying upon fish and fishermen with equal ease, river drakes are scourges of freshwater expanses. They are thought to be related to black dragons, as evidenced by their acidic spit, water affinity, viciousness, and preference for rotten meat. Like other drakes, river drakes are cruel hunters, using a play-and-prey hunting style. When not hungry, they amuse themselves by stalking and harassing other creatures and travelers. An offering of treasure thrown into the water can distract a river drake, but such a bribe is unlikely to stave off a particularly hungry individual. River drakes often slay more than they can immediately eat because they favor aged meat, keeping underwater larders stuffed with kills in various stages of decay. A river drake is a crafty, careful hunter that uses its watery home to provide concealment from creatures on the shore. If caught unawares while on land, it retreats to the water, or takes to flight if its enemies are prepared for aquatic combat, making constant use of its caustic mucus and great speed. River drakes are much more likely to hunt in groups than most other drakes, threatening river traffic or assaulting lakefront or riverside towns if their numbers are large enough. However, these disorganized raids are quick to retreat from any hint of significant resistance. River drakes are 8 feet long and look much like small sea drakes. An adult river drake weighs about 700 pounds.
NE Medium (aquatic, water)
Init +7; Senses 60 ft., , ; Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34 (4d12+8)
Fort +6, Ref +7, Will +4
paralysis, sleep; acid 20
OFFENSE
Speed 20 ft., 60 ft. (average), 30 ft.
Melee bite +7 (2d4+3), tail slap +2 (1d4+1)
Special Attacks caustic mucus,
STATISTICS
Str 17, Dex 16, Con 15, Int 8, Wis 10, Cha 9
Base Atk +4; +7; CMD 20
Feats Improved Initiative, Power Attack
Skills Fly +10, Intimidate +6, Perception +7, Stealth +10, Survival +7, Swim +11
Languages Draconic
SQ , speed surge
ECOLOGY
Environment temperate rivers or lakes
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Caustic Mucus (Su) As a standard action, a river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread. This attack has a range of 50 feet, deals 2d8 points of acid damage, and entangles creatures in the area. A DC 14 Reflex save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.
Speed Surge (Ex) Three times per day as a swift action, a river drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.
Fossegrim
This striking, blue-eyed man with luminous skin and flowing white hair holds an ethereal harp.
Pale and possessing unnatural beauty, fossegrims are wicked fey who haunt idyllic waterfalls, where they lure the unsuspecting near with song and the promise of treasure, only to drown them. Well built and elf like in appearance, fossegrims are gifted musicians, and their lairs often echo with the sound of bewitching music. They are never without their enchanting instruments.
NE Medium (aquatic)
Init +7; Senses ; Perception +16
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 41 (9d6+19)
Fort +5, Ref +9, Will +8
5/cold iron
OFFENSE
Speed 30 ft., 40 ft.; water walk 2 slams +8 (2d6)
Melee
Special Attacks drowning touch (DC 14), enchanting music (DC 19)
(CL 9th; concentration +14)
Constant—water walk
3/day—hydraulic torrent
STATISTICS
Str 10, Dex 17, Con 15, Int 12, Wis 14, Cha 21
Base Atk +4; +4; CMD 17
Feats Alertness, Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (slam)
Skills Bluff +17, Diplomacy +9, Knowledge (geography) +6, Knowledge (nature) +10, Perception +16, Perform (sing) +10, Perform (string) +21, Sense Motive +16, Sleight of Hand +10, Stealth +15, Swim +18
Racial Modifiers +4 Perform (string), +4 Swim
Languages Common, Sylvan
SQ , transparency, treasure form
ECOLOGY
Environment cold or temperate water (waterfalls)
Organization solitary
Treasure standard (mwk harp or violin, other treasure)
SPECIAL ABILITIES
Drowning Touch (Su) A fossegrim can flood the lungs of a creature that is willing, is helpless, is affected by its enchanted music ability, touches it while it’s in treasure form, or is touched by it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot and immediately begins to drown slowly. On its turn, the target can attempt a DC 16 Fortitude save to cough up this water; if it fails, it falls unconscious at 0 hp. On the next round, a fallen target must attempt another DC 16 Fortitude save, dropping to –1 hit points and dying if it fails; on the next round it must attempt to save again or lose 1d6 hit points. On the first successful save, the water clears from the target’s lungs and the target stabilizes. The save DC is Constitution-based.
Enchanting Music (Su) As a full-round action, a fossegrim can play a musical stringed instrument (usually a harp or violin) and target a single creature within 45 feet that can hear and see the fossegrim with an effect identical to the unnatural lust spell (CL 9th; Will DC 19). This action provokes an attack of opportunity. If the target touches or kisses the fossegrim, the fey can affect the target with its drowning touch ability. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.
Transparency (Su) When underwater, a fossegrim’s body becomes transparent, effectively rendering it invisible. It can become visible or transparent at will as a free action.
Treasure Form (Su) As a standard action when completely underwater, a fossegrim can create an illusion causing it to resemble a Medium pile of gold and silver coins, glittering jewels, and valuable art objects. If a fossegrim speaks, moves, attacks, or uses any of its special abilities or spell-like abilities while in treasure form, the illusion dissipates. A successful DC 19 Will save is required to disbelieve this illusion. If a living creature within the fossegrim’s melee reach touches or physically interacts with the illusion, the fossegrim reaches out to kiss or otherwise touch that creature, automatically affecting the creature with its drowning touch ability. The fossegrim can maintain this illusion indefinitely and can revert to its normal natural form as a free action. This is a mind-affecting illusion (glamer) effect. The save DC to disbelieve is Charisma-based.
Cuero
The pink, fleshy underside of this flat, aquatic creature features a large circular maw of fangs.
Farmers who graze their cattle near slow-moving rivers or placid lakes warn their neighbors when rumors of a cuero pass from village to village. These strange, flat creatures haunt waterways in search of large prey to satisfy their voracious appetites. When more passive, cueros lie in wait at the bottom of a lake or river for suitable prey to swim overhead. In lean times, cueros sit just beneath the water’s surface near the shore and stay perfectly still until an animal comes near to drink. They sometimes even bury themselves in the muddy banks of a river to surprise passersby. When prey gets within reach of a cuero, it strikes from camouf lage. It wraps its prey up in its leathery hide and begins draining its victim’s blood. After feeding, the cuero discards the drained husk on the riverbank or drags it into the water to float downriver. Cueros prefer the ease of catching Small and Medium mammals, but they seem to have a special taste for Medium and Large ungulates. When their preferred prey is unavailable, cueros act as bottom feeders, sifting through the lake bed or river bottom in search of crabs, clams, and slow moving fish. Following this behavior, cueros can strip fishing areas of fauna, an act that enrages local anglers. Most cueros prowl muddy waterways alone, capitalizing on choice hunting grounds, but some cueros form small families and dig out dens in lakebeds and beneath riverbanks. These crude structures often house only a handful of these creatures. When a den reaches capacity, one or two cueros set off to form their own group instead of expanding the current den. Cueros typically keep to small family groups, but when the full moon occurs on an equinox or a solstice, these creatures crowd the bodies of water they call home. These congregations are unsettling to witness, as the creatures thrash about in the water and emit droning moans punctuated with the chittering of their rasping teeth. Many scholars believe these gatherings to be mass breeding events, and those able to speak to cueros find that the creatures believe that the strongest of their kind are conceived during these times. Cueros aren’t very intelligent, but they can speak and understand Aklo. Their normal lines of conversation are often confusing, as the creatures tend to ramble on when speaking about topics such as food, water conditions, and the phases of the moon. A cuero’s flat, rounded body spans 10 feet, and the beast weighs close to 1,000 pounds.
N Large (aquatic)
Init +6; Senses 30 ft., 60 ft.; Perception +12
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 59 (7d8+28)
Fort +6, Ref +4, Will +7
OFFENSE
Speed 10 ft., 40 ft.
Melee slam +10 (1d6+9 plus )
Space 10 ft.; Reach 5 ft.
Special Attacks (1d2 Constitution), (1d6+9), muddy cloud
STATISTICS
Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 9
Base Atk +5; +12 (+16 grapple); CMD 24
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Stealth)
Skills Perception +12, Stealth +11 (+21 in mud or muddy water), Swim +14
Racial Modifiers +10 Stealth in mud or muddy water
Languages Aklo
SQ ,
ECOLOGY
Environment temperate lakes or rivers
Organization solitary, pair, or pack (3–5)
Treasure none
SPECIAL ABILITIES
Muddy Cloud (Ex) A cuero can flap about in the water within 10 feet of a riverbed or lake bed and stir up mud, pebbles, sand, silt, and other debris. This creates a hemispherical cloud in the nearby water with a radius of 30 feet (or to the edge of the water, whichever is closer). The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. In non-flowing water, the muddy cloud dissipates in 2d6 rounds. In flowing water, the duration is reduced by 1 round for every 10 feet per round the water flows beyond 20 feet.
Giant Hellgrammite
This long, insectile creature has massive mandibles and dozens of segmented legs extend from its sides.
While these giant insects have a reputation for being highly ferocious predators, they are actually just the larval form of large but mostly harmless dragonfly-like insects.
N Large (aquatic)
Init +2; Senses 60 ft.; Perception +3
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +4, Will +1
mind-affecting effects
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +8 (2d6+4 plus ), tail slap +3 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks death grip, (2d6+4)
STATISTICS
Str 19, Dex 15, Con 16, Int —, Wis 9, Cha 2
Base Atk +5; +10 (+14 grapple); CMD 22 (can’t be tripped)
Skills Perception +3 (+7 in water), Stealth –2 (+6 in water), Swim +12
Racial Modifiers +4 Perception (+8 in water), +8 Stealth in water
SQ
ECOLOGY
Environment temperate rivers
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Death Grip (Ex) A creature that is grappled by a giant hellgrammite continues to be grappled when the giant hellgrammite is killed and takes 1d6+4 points of damage each round at the start of its turn unless it succeeds at a DC 22 Escape Artist check or a DC 20 Strength check, or until the hellgrammite’s corpse takes an additional 10 points of damage.
Gowrow
This reptilian beast has a pair of long tusks jutting from its oversized jaws. Its long, draconic tail ends in a razor-sharp blade.
These violent, reptilian creatures are a lesser form of dragon that plague the rivers and lakes in which they live. They find most creatures that ply the waterways they claim distasteful, and these beasts frequently attack fishers and others who travel in small boats through their territory. Unless they are particularly hungry or irritated, gowrows typically leave larger vessels alone. A gowrow stretches over 16 feet in length and weighs nearly 2 tons. Gowrows are devastating to local settlements. They are violent killers that slaughter livestock and threaten those who work the land far from civilization. When ranchers notice missing cattle, goats, or sheep along with other evidence of a gowrow, they often call upon the authorities or adventurers to get involved. Woodsy folk who have come across gowrow lairs describe them as caves littered with bones from dozens of different creatures, both livestock to humanoid. Some communities face raids by a gowrow year after year, but due to gowrows’ periodic hibernation, the creature might vanish, only to threaten later generations of people near its lair.
N Large (aquatic)
Init +7; Senses 60 ft., ; Perception +12
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 59 (7d12+14)
Fort +7, Ref +8, Will +9
paralysis, sleep, sonic
OFFENSE
Speed 30 ft., 30 ft. (clumsy), 30 ft.
Melee bite +10 (2d6+4), tail +10 (1d8+4/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks aquatic combatant, (30-ft. cone, 6d6 sonic damage, Reflex DC 15 half, usable every 1d4 rounds), swim-by attack
STATISTICS
Str 18, Dex 16, Con 15, Int 9, Wis 14, Cha 11
Base Atk +7; +12; CMD 25 (29 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Power Attack
Skills Fly +3, Intimidate +10, Perception +12, Survival +12, Swim +22
Languages Draconic
SQ , hibernate
ECOLOGY
Environment temperate lakes or rivers
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aquatic Combatant (Ex) A gowrow’s natural weapons and fighting style are adapted to its aquatic nature. Its bite and tail attacks are primary natural attacks that deal piercing damage, but above water, it can deal bludgeoning, piercing, and slashing damage with its bite and piercing and slashing damage with its tail.
Hibernate (Ex) A gowrow can dig a burrow into wet ground and hibernate for up to a decade before needing to emerge and feed.
Swim-By Attack (Ex) Known for water ambushes, gowrows gain Spring Attack as a bonus feat when swimming.
Bagiennik
This small, lizard-like creature has a humanoid upper body and a long tail with frilled extensions.
Bagienniks are small, amphibious fey that hide in tall reeds along rivers. They frequently dig into the silt beneath the pools of hot springs, where they take long naps in the warm and comforting waters and play pranks on foolish bathers who swim too close to the bagienniks’ hiding spots. Despite their capricious nature, the creatures are sought for their healing abilities. They delight in curing maladies and burning away infirmities with their caustic nasal spray. A local bagiennik is considered a boon in many river towns. Citizens of such settlements often venture to the rivers with offerings, hoping to encourage the fey to stay close and heal their families. A bagiennik that finds a generous town might invite its extended family to settle in, testing the patience and largesse of its hosts.
CN Small (aquatic)
Init +2; Senses disease ; Perception +19
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 66 (12d6+24)
Fort +5, Ref +10, Will +8
5/cold iron; acid 5, fire 5
OFFENSE
Speed 30 ft., 40 ft.
Melee 2 claws +9 (1d4–1)
Ranged nasal spray +10 touch (3d6 fire, 3d6 acid, and nasal burn)
(CL 7th; concentration +10)
3/day—cure light wounds, remove disease
1/day—cure moderate wounds, remove blindness/deafness
STATISTICS
Str 8, Dex 14, Con 13, Int 15, Wis 10, Cha 17
Base Atk +6; +4; CMD 16
Feats Alertness, Self-Sufficient, Skill Focus (Heal), Toughness, Weapon Finesse, Weapon Focus (nasal spray)
Skills Bluff +10, Diplomacy +12, Escape Artist +9, Heal +22, Knowledge (arcana) +5, Knowledge (nature) +12, Perception +19, Sense Motive +11, Stealth +21, Survival +8, Swim +22, Use Magic Device +18
Languages Common, Sylvan
SQ
ECOLOGY
Environment cold rivers
Organization solitary, pair, or gang (3–8)
Treasure none
SPECIAL ABILITIES
Disease Scent (Ex) A bagiennik can smell a diseased creature as if using the scent ability. It can discern whether the diseased creature is the source of a disease or merely a carrier; in the latter case, the bagiennik often seeks out the creature and attempts to purge its maladies.
Nasal Burn (Su) A bagiennik’s nasal spray deals 1d6 points of fire damage to victims in subsequent rounds after it strikes a target (as per the burn universal monster ability), but it can also cure other maladies. Each round in which a victim takes damage from a bagiennik’s nasal spray, that victim can attempt a DC 17 Fortitude save. If the victim succeeds at this save, it heals 1 point of ability damage to an ability score of its choice. If the result exceeds the DC by 5 or more, the victim can also attempt to remove a single disease or poison currently affecting her as per remove disease or neutralize poison (caster level 7th). If the damage from the bagiennik’s nasal burn is reduced or negated in any way, the victim can’t attempt this special Fortitude save that round. The save DC is Constitution-based.
Swan Maiden
This tall, regal woman is clad in a long cloak of pristine white swan feathers and silvery armor with a winged helm.
Swan maidens are fey shapechangers who vow to protect unspoiled wilds from the encroachment of civilization or evil. They live in small flocks along secluded lakeshores. Because stealing a swan maiden’s cloak robs her of her shapechanging ability, most maidens avoid humanoids and take up armor and weapons to defend themselves.
CG Medium (shapechanger)
Init +5; Senses ; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 natural)
hp 55 (10d6+20)
Fort +5, Ref +12, Will +8
5/cold iron; cold 10, electricity 10; 17
OFFENSE
Speed 30 ft., 40 ft. (good)
Melee mwk rapier +11 (1d6+1/18–20)
Ranged longbow +10 (1d8/×3)
(CL 10th; concentration +12)
At will—dancing lights
1/day—confusion (DC 16), deep slumber (DC 15), entangle (DC 13), glitterdust (DC 14), major image (DC 15)
STATISTICS
Str 13, Dex 20, Con 15, Int 10, Wis 12, Cha 15
Base Atk +5; +10; CMD 22
Feats Agile Maneuvers, Dodge, Flyby Attack, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +11, Bluff +10, Fly +20, Knowledge (nature) +8, Perception +14, Sense Motive +9, Stealth +20
Racial Modifiers +4 Stealth
Languages Common, Sylvan
SQ (trumpeter swan, beast shape I), feather cloak, trackless step, transformation ritual
ECOLOGY
Environment temperate lakes or swamps
Organization solitary, pair, or flock (3–10)
Treasure standard (chain shirt, mwk longsword, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Feather Cloak (Su) Without her feather cloak, a swan maiden can’t use her change shape ability.
Transformation Ritual (Su) A swan maiden can transform a willing good female humanoid into a swan maiden via a ritual that takes 24 hours. The humanoid loses her class and racial abilities.
Vouivre
One half of this creature is a nude woman, and the other is the front end of a slithering, winged dragon.
A vouivre is a deceptive and monstrous predator that looks like a humanoid woman from the waist up and the front end of a green-scaled dragon from the waist down. It shuns the company of its own kind, preferring evil fey (particularly water-dwelling ones such as nixies) for intelligent conversation and mundane snakes for companionship. A vouivre is 12 feet long from head to head, weighs 500 pounds, and can live 200 years. Vouivres make their homes in small caves near calm waters. They like to decorate their lairs with shiny coins, jewelry, and bright silks. One might place some of its treasure in the water outside to lure in curious humanoids, and bathe in these waters as a further enticement, hiding its reptilian half until prey is within striking distance. Because a vouivre can breathe water or air (from either head), it often grabs a creature, then retreats underwater to wait for the opponent to drown. It prefers humanoid flesh, but will feed on any available warm-blooded prey. Vouivres have an affinity for music, and their magic is often accompanied by singing or subtle musical vibrations from their scales. When a vouivre dies, its dragon head disgorges a 2-foot-diameter glassy egg. After around 6 weeks, the egg hatches into one or two vouivres, which take 7 years to reach maturity. These offspring resemble humanoids the mother has eaten, so it prefers to feast on attractive and strong victims. The young also adapt to the appearance of nearby reptilian creatures.
CE Large (aquatic)
Init +5; Senses 60 ft.; Perception +17
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 152 (16d10+64)
Fort +9, Ref +11, Will +14; +4 vs. mind-affecting effects
Defensive Abilities unwavering mind; cold; fire 10, sonic 10
OFFENSE
Speed 30 ft., 40 ft. (poor), 50 ft.
Melee bite +20 (3d6+4 plus ), 2 claws +20 (2d6+4/19–20), 2 wings +14 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks (30-ft. cone, 8d6 fire, Reflex DC 22 half, usable every 1d4 rounds)
(CL 13th; concentration +17)
At will—charm person (DC 15), comprehend languages, ghost sound (DC 14), speak with animals (snakes only)
1/day—charm animal (DC 15, snakes only), shout (DC 18), song of discord (DC 19)
STATISTICS
Str 19, Dex 13, Con 18, Int 11, Wis 14, Cha 18
Base Atk +16; +21 (+25 grapple); CMD 32 (can’t be tripped)
Feats Critical Focus, Deafening Critical, Great Fortitude, Improved Critical (claw), Improved Initiative, Iron Will, Weapon Focus (bite), Weapon Focus (claw)
Skills Bluff +20, Fly +6, Intimidate +15, Perception +17, Sense Motive +10, Stealth +12, Swim +12
Languages Common, Sylvan
SQ , snake empathy
ECOLOGY
Environment temperate forests, lakes, or rivers
Organization solitary or harem (1 plus 4–10 snakes)
Treasure standard
SPECIAL ABILITIES
Snake Empathy (Ex) A vouivre can communicate and empathize with snakes. It can use Diplomacy to alter such an animal’s attitude, and when doing so gains a +4 racial bonus on the check.
Unwavering Mind (Ex) A vouivre gains a +4 bonus on saving throws to resist mind-affecting effects.
Wakandagi
This antlered beast combines the features of an elegant deer and a slithering serpent.
Ardent defenders of large flowing rivers and the branching tributaries that accompany them, wakandagis swim through wild, untouched lands, valiantly working to guard them from those who would over-settle their banks, spoil their purity, and take from their bounty without consideration for the needs of the river or the other creatures that inhabit it. When destructive creatures poison the rivers or humanoids draw too many fish from their waters, wakandagis are roused to confront the despoilers, either to force them to flee or to end their destruction by any means necessary. While a wakandagi’s anger is fierce, it is not easily roused. Simple fishing expeditions and the occasional traveler are left in peace; only those doing extreme and malicious damage to the rivers in a wakandagi’s territory provoke it, and the creature attacks only after great deliberation. While these majestic beasts are rarely encountered by humans, tales around the fires of fish camps and within the relative safety of riverside taverns claim that, when riled, a wakandagi will come screaming out from within a veil of clinging mist, scattering foes, capsizing boats, and spitting its water bombs, which can render a foe unconscious. Any creature straying too close to the beast falls victim to its branching antlers. The other, less destructive tales involving wakandagis portray them as considerate and kind-hearted beasts, sometimes flooding a burning field to save a crop of corn, pushing a sinking boat to shore to save the crew, or even saving a child bitten by a viper while playing in the river. A wakandagi stands 9 feet at the shoulder, stretches 18 feet from nose to tail, and weighs 2,200 pounds.
NG Large (native, water)
Init +6; Senses 60 ft., detect evil, detect magic, , , ; Perception +23
DEFENSE
AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, –1 size)
hp 200 (16d10+112)
Fort +17, Ref +13, Will +14
disease, poison; cold 10, fire 10; 25
OFFENSE
Speed 40 ft., 80 ft.
Melee gore +25 (1d8+10), bite +25 (1d8+10), 2 hooves +23 (1d8+5), tail slap +23 (1d8+5)
Ranged water bomb +21 touch (bull rush)
Space 10 ft.; Reach 5 ft. (10 ft. with tail slap)
Special Attacks , , (gore, 2d8+15), water bomb
(CL 14th; concentration +20)
At will—detect evil, detect magic, fog cloud, quench (DC 19)
3/day—aqueous orb (DC 19), neutralize poison
STATISTICS
Str 30, Dex 23, Con 24, Int 13, Wis 19, Cha 22
Base Atk +16; +27; CMD 44 (48 vs. trip)
Feats Dodge, Lightning Reflexes, Mobility, Multiattack, Point-Blank Shot, Power Attack, Spring Attack, Vital Strike
Skills Acrobatics +20, Diplomacy +20, Intimidate +20, Knowledge (nature, planes) +15, Perception +23, Spellcraft +9, Stealth +20, Survival +20, Swim +23
Languages Common, Sylvan
ECOLOGY
Environment temperate rivers
Organization solitary
Treasure none
SPECIAL ABILITIES
Water Bomb (Su) As a standard action, a wakandagi can spit a ball of water at a target within 60 feet as a ranged touch attack. If successful, the attack is resolved as a bull rush using the wakandagi’s CMB. This bull rush doesn’t provoke an attack of opportunity. If the ball of water successfully hits, it remains in the square of the target struck. If the ball of water misses, it continues in a straight line and lands at the extent of its range. This ball is 2 feet across and weighs 50 pounds. One round after the wakandagi spits the ball of water, it explodes, dealing 10d6 points of nonlethal damage to all creatures within a 20-foot radius (Reflex DC 25 half). The save DC is Constitution-based.