Library / Bestiary

Rusalka

CR 12.00 Fey NE Medium
This beguiling female figure is partly obscured by long flowing hair that dances and flows around her as if she were underwater.

Rusalkas are cruel and bitter fey who inhabit waterways near humanoid settlements. Although rusalkas are not undead, some persist in believing that these fey form from the spirits of those who met a sinister end in the water. Rusalkas do little to dissuade such rumors. Rusalkas are fond of keeping a few charmed monsters or powerful humanoids nearby to aid in their defense or for other forms of cruel and humiliating entertainment, but quickly grow bored with such pets. When this occurs, rusalkas generally murder the creatures and seek more interesting replacement pets.

STR
20
DEX
23
CON
19
INT
12
WIS
13
CHA
24
HP
150 (20d6+80)
AC
25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
Speed
30 ft., swim 60 ft.
Init
+10
Melee
staggering touch +16 (stagger), 4 tresses +16 (2d6+5 plus grab)
Space
5 ft.
Reach
5 ft. (15 ft. with tresses)
BAB
+10
CMB
+16 (+23 when using tresses, +27 grapple with tresses)
CMD
32
Fort
+12
Ref
+18
Will
+15
DR
15/cold iron
SR
23

Weapons: Simple

Beckoning Call — As a standard action, a rusalka can sing or speak, causing all non-fey creatures within a 300-foot spread to approach its position as if compelled to do so via a suggestion spell (DC 27 Will negates). A creature that successfully saves is not subject to the same rusalka's beckoning call for 24 hours. When an affected creature begins its turn adjacent to the rusalka, it is dazed for that round. These effects continue as long as the rusalka takes a standard action to maintain the effect, plus 1 additional round. This is a sonic mind-affecting effect. The save DC is Charisma-based.

constrict (2d6+7)

Tresses — A rusalka's long hair is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, a rusalka does not gain the grappled condition itself. In addition, a rusalka uses its Charisma modifier in addition to its Strength modifier for all combat maneuver checks made with its tresses.

Agile Maneuvers from Feat

<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

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>

Great Fortitude from Feat

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

<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>

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 Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Acrobatics +14, Bluff +24, Diplomacy +15, Escape Artist +18, Knowledge (arcana) +6, Knowledge (nature) +18, Perception +22, Perform (dance) +14, Perform (sing) +27, Sense Motive +15, Spellcraft +18, Stealth +27, Swim +31

spell-like abilities:
Constant—Blur, Constant—Water Walk, At will—Entangle, At will—Fog Cloud, At will—Invisibility, 3/day—Charm Monster, 3/day—Control Water, 1/day—Summon Nature's Ally VI
Details
Type
Fey
Alignment
NE
Size
Medium
Environment
any water
Organization
solitary, pair, or eddy (3-6)
Treasure
standard
Senses
low-light vision; Perception +22
Languages
Common, Sylvan
Source
Bestiary 3
Sources Used in This Record
17 House/Core
  • Uses feat: Agile Maneuvers (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • 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: 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 Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blur (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Water Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Entangle (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fog Cloud (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster (Spell)
    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: Summon Nature's Ally VI (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.