Graeae
Description
A graeae is a haglike creature, though more human in appearance. Some describe them as emissaries of the gods, while others believe graeaes to be physical manifestations of fate.
Whenever three or more graeaes of the same coven are within 10 feet of one another, they can work together to use any of the following spell-like abilities: clairaudience/clairvoyance, commune, contact other plane, speak with dead, and tongues.
All three graeaes must spend a full-round action to take part in this form of cooperative magic. All coven spell-like abilities are CL 9th (or at the highest caster level available to the most powerful graeaes in the coven).
Combat Stats
- Melee
- 2 claw +8 (1d6+2)
- DR
- 5/epic
- SR
- 16
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Luck Ripple — A graeae can use her mystic eye to alter the circumstances of any creature within 30 feet. As a swift action, she can cast her eye on a single creature, causing the target to take a -2 penalty or gain a +2 bonus to one of the following (graeae's choice): AC, ability checks, attack rolls, saving throws, or skill checks. A successful DC 19 Will save negates the effect, which otherwise lasts for 1d6 rounds. This is a mind-affecting gaze effect. The DC of the save is Intelligence-based.
mythic power (2/day, surge +1d6)
Special Qualities
Coven — Like hags, graeaes also form covens. A graeae coven can be composed entirely of graeaes, or could or include hags or witches with the coven hex. A hag or witch with the coven hex counts as a graeae for purposes of joining a graeae's coven. Likewise, a graeae counts as a hag for purposes of joining a hag's coven.
Fate Casting — A graeae has the ability to predict future events. On a creature's request, a graeae can expend a use of mythic power as a full-round action to answer a single question as if by the divination spell.
Feats
Special Abilities
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills
Bluff +5, Craft (alchemy) +15, Fly +15, Intimidate +8, Knowledge (arcana) +12, Perception +10, Spellcraft +12, Stealth +12, Survival +10, Use Magic Device +5
Spells
- Type
- Monstrous Humanoid
- Alignment
- NE
- Size
- Medium
- Environment
- any
- Organization
- solitary, a pair, or coven (3–12)
- Treasure
- standard
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +10
- Languages
- Aklo, Common, Giant, Goblin, Sylvan
- Source
- Bestiary 4