Library / Bestiary

Oceanid

CR 7.00 Fey CN Medium
This beautiful woman is clad only in sea foam and her long, white hair, which cascades over her body.

Aquatic kin of nymphs and dryads, oceanids are fey bound to the sea. They can live in lakes, rivers, or oceans, but truly thrive only in salt water. The mood of an oceanid can change with little warning—they are quick to love and even quicker to anger.

An oceanid can be quite helpful toward mortals and their vessels—particularly if the mortals indulge her extreme vanity. Though silver-tongued people skilled at flattery might earn her help, they might also be lured away to join the oceanid under the sea until she grows bored with them.

When an oceanid is in the water, the lower half of her body transforms into a pillar of water, allowing her to swim at incredible speed. When she leaves the water, this water pillar transforms into humanoid legs. However, most oceanids consider walking a chore, and avoid it when possible.

STR
14
DEX
19
CON
20
INT
14
WIS
19
CHA
21
HP
76 (9d6+45); fast healing 10 (in salt water only)
AC
21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
Speed
20 ft., swim 80 ft.
Init
+8
Melee
slam +6 (1d4+3)
Ranged
waterspout +8 (7d6)
BAB
+4
CMB
+6
CMD
26
Fort
+8
Ref
+10
Will
+10
DR
10/cold iron

Water Telekinesis — When immersed in water, an oceanid can manipulate water to affect creatures and objects within 500 feet that are in contact with the same body of water. This functions as the combat maneuver form of the telekinesis spell (caster level 9th, combat maneuver bonus +14), including the need to maintain concentration. This ability also allows her to create a small waterspout as a standard action once per round, striking an opponent within 100 feet with a blast of water as a ranged attack that deals 7d6 points of bludgeoning damage.

Waveglide — An oceanid can create waves and currents to double or halve the speed of creatures or objects traveling on the surface of the water, affecting up to 100 contiguous 5-foot squares in a shapeable area (typically enough for one warship or two small sailing ships). This ability has a range of 1,000 feet, requires line of effect to some part of the area, and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a DC 19 Will saving throw. The save DC is Charisma-based.

Diplomacy +17, Handle Animal +14, Intimidate +14, Knowledge (nature) +14, Perception +16, Sense Motive +16, Stealth +16, Swim +22

spell-like abilities:
Constant—Speak With Animals, At will—Control Water, At will—Create Water, At will—Purify Food And Drink, At will—Water Breathing, 3/day—Control Winds, 3/day—Summon Nature's Ally V, 1/day—Control Weather
Details
Type
Fey
Alignment
CN
Size
Medium
Environment
any oceans
Organization
solitary
Treasure
standard
Senses
darkvision 120 ft., low-light vision, tremorsense 30 ft. (in water only); Perception +16
Languages
Aquan, Common, Sylvan; speak with animals (sea creatures only)
Source
Bestiary 4
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