Oceanid
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.
- 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
Weapons: Simple
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.
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat). </p>
<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>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<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>
Diplomacy +17, Handle Animal +14, Intimidate +14, Knowledge (nature) +14, Perception +16, Sense Motive +16, Stealth +16, Swim +22
- 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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Uses feat: Combat Casting (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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