Library / Bestiary

Nuckelavee

CR 9.00 Fey NE Large
This skinless creature resembles a horse and its humanoid rider, fused into a single hideous being of rage and sickness.

The dreaded nuckelavee is a manifestation of pollution and filth, be it the natural decay of a red tide or the intrusive pollution of sewage and other urban waste. A nuckelavee is a living irony—a carrier of disease and a spreader of corruption that unleashes its wrath against other sources that bring corruption into the world. The corruption spread by nuckelavees only serves to further their own sense of self-loathing and overall rage. While nuckelavees might, incidentally, carry out vengeance for the victims of such pollution, defending the denizens of their rivers, swamps, and bogs is not their primary drive, for they revel in inflicting the very corruption they hate and enjoy little more than watching their enemies sicken and die.

Folktales tell of talismans to carry—fetishes of seaweed garlands, horsehair soaked in brine, or vials of sanctified seawater—or of prayers to recite to ward away nuckelavees or convince them the bearer is innocent. In truth, however, these old solutions offer no protection from the vile plague-bearers.

A nuckelavee is the same size as a horse.

STR
22
DEX
24
CON
22
INT
13
WIS
17
CHA
21
HP
104 (11d6+66)
AC
23, touch 17, flat-footed 15 (+7 Dex, +1 dodge, +6 natural, -1 size)
Speed
50 ft., swim 50 ft.
Init
+7
Melee
mwk longsword +11 (1d8+9/19-20), bite +10 (1d8+6 plus disease), 2 hooves +5 (1d6+3 plus disease)
Space
10 ft.
Reach
5 ft.
BAB
+5
CMB
+12
CMD
30 (34 vs. trip)
Fort
+9
Ref
+16
Will
+10
DR
10/cold iron

Weapons: Simple

Breath Weapon — A nuckelavee's breath weapon is a cone of withering foulness that causes painful welts, cramps, and bleeding, and only harms living creatures—this damage bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected as if by a blight spell. Any creature that fails its Reflex save against the breath weapon must make a DC 21 Fortitude save or contract mortasheen (see below). The save DC is Constitution-based.

trample (1d6+9, DC 21)

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Lightning Reflexes from Feat

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

Lightning Stance from Feat

<p class="stat-block-1"> If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Wind Stance from Feat

<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>

Acrobatics +21 (+29 when jumping), Escape Artist +21, Intimidate +16, Knowledge (nature) +15, Perception +17, Stealth +17, Swim +28

spell-like abilities:
3/day—Control Water, 3/day—Diminish Plants, 3/day—Obscuring Mist
Details
Type
Fey
Alignment
NE
Size
Large
Environment
cold swamps or coastlines
Organization
solitary
Treasure
standard (masterwork longsword, other treasure)
Senses
low-light vision; Perception +17
Languages
Aklo, Common, Sylvan
Source
Bestiary 3
Sources Used in This Record
9 House/Core
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Stance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Wind Stance (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Diminish Plants (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Obscuring Mist (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.