Lorelei
A lorelei resembles an enormous, stony sea anemone with a humanlike face covering much of its body. Noted for their magical murmurs that entrance sailors, the creatures lurk near rocky shoals barely concealed by crashing waves or rushing rivers, eager to lure humanoids to their deaths.
Also known as a "murmur stone" for its rocklike natural camouflage, a lorelei is a solitary creature that shuns peaceful contact with other living things. It broods in the shadows of seaside cliffs and ocean trenches, emerging only to torment the living. When not pursuing complicated schemes, a lorelei is fond of wrecking ships on rocks and luring sailors beneath the surface to drown.
Some scholars claim that these creatures were once a species of beautiful fey cursed by foul forces. This claim is backed by the fact that they behave much like nereids, nixies, and sirens. A lorelei stands 9 feet tall, not counting the mess of tentacles atop its body, and weighs around 2,000 pounds.
- HP
- 162 (12d8+108)
- AC
- 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
- Speed
- 20 ft., climb 20 ft., swim 20 ft.
- Init
- +5
- Melee
- 4 tentacles +18 (1d8+9 plus poison)
- Space
- 10 ft.
- Reach
- 15 ft.
- BAB
- +9
- CMB
- +19
- CMD
- 30 (can't be tripped)
- Fort
- +13
- Ref
- +5
- Will
- +13
- Racial Modifiers
- +8 Stealth in rocky areas
Murmur — A lorelei's murmur has the power to infect the minds of those that hear it. This effect even influences undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, all creatures aside from other lorelei within a 300-foot spread must succeed on a DC 20 Will saving throw or become captivated. A creature that successfully saves is not subject to the same lorelei's song for 24 hours. A victim under the effects of the murmur moves toward the lorelei using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Affected creatures can take no actions other than to defend themselves. A victim within 5 feet of the lorelei simply stands and offers no resistance to its attacks. This effect continues for as long as the lorelei murmurs and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Poison — Tentacle—injury; save Fort DC 25; frequency 1/round for 4 rounds; effect 1d4 Str; cure 2 consecutive saves.
Vortex — A lorelei can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can form only underwater and cannot leave the water. A creature must succeed at a DC 25 Reflex save or be snared by the churning waters. The vortex is 20 feet across and 80 feet deep, and deals 2d8+9 points of damage. The save DC is Constitution-based.
Improved Initiative, Iron Will, Power Attack, Skill Focus (Stealth), Skill Focus (Stealth), Weapon Focus (tentacle)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Bluff +15, Climb +21, Perception +24, Sense Motive +15, Stealth +18 (+26 in rocky areas), Swim +21
- Type
- Aberration
- Alignment
- NE
- Size
- Large
- Environment
- any coastlines
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +24
- Languages
- Aquan, Common
- Source
- Bestiary 4
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Whispering Wind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Command Undead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
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