Library / Bestiary

Lorelei

CR 12.00 Aberration NE Large
This strange creature appears to be a gigantic human head carved from stone, with thick tentacles sprouting from its scalp.

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.

STR
28
DEX
13
CON
29
INT
11
WIS
16
CHA
20
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.

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Skill Focus from Feat

<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>

Skill Focus from Feat

<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>

Weapon Focus from Feat

<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

spell-like abilities:
At will—Ghost Sound, At will—Speak With Dead, At will—Ventriloquism, At will—Whispering Wind, 3/day—Command Undead, 3/day—Fog Cloud
Details
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
Sources Used in This Record
12 House/Core
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Dead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ventriloquism (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Whispering Wind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command Undead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fog Cloud (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.