Monster Dossier

Riekanoy

Riekanoy is a fantasy monster entry from source NGD.

Level 19

Traits

rarenemediumamphibiousfeywater

Rules & statistics

Monster Profile

Perception

31

Senses

  • Name
    low-light vision
  • Name
    true seeing

Languages

Languages
  • aquan
  • common
  • sylvan

Skills

Acrobatics
35
Athletics
31
Deception
35
Nature
33
Performance
37
Stealth
35
Survival
33

Ability Mods

Str
6
Dex
10
Con
2
Int
3
Wis
6
Cha
10

Defenses

Ac
45
Saving Throws
Fort
28
Ref
37
Will
32
Hp
  • Hp
    410
Weaknesses
  • Name
    cold iron
    Amount
    20
Resistances
  • Name
    fire
    Amount
    20

Speed

Walk
25
Swim
50
Abilities
  • water walk

Attacks

  • Range
    Melee
    Traits
    • agile
    • finesse
    • reach
    Name
    hair
    Attack
    24
    Damage
    4d10+12 bludgeoning plus Improved Grab

Spellcasting

  • Tradition
    primal
    Type
    Innate
    DC
    41
    Attack
    33
    Entry
    2
    Spells
    • Name
      invisibility
      Amount
      at will
    • Name
      obscuring mist
      Amount
      at will
    5
    Spells
    • Name
      control water
      Amount
      at will
    6
    Spells
    • Name
      baleful polymorph
      Amount
      3
      Notes
      • aquatic animals only
    8
    Spells
    • Name
      charm
      Amount
      at will
    • Name
      fire seeds
      Amount
      3
    9
    Spells
    • Name
      hydraulic torrent
    • Name
      nature's enmity
    Constant
    9
    Spells
    • Name
      true seeing
    • Name
      water walk

Abilities

Top
  • Name
    Sinuous Initiative
    Entries
    • A riekanoy's swaying motions propel it into the fray with grace. While a riekanoy can act and isn't immobilized, it can roll Performance for initiative.
Bot
  • Name
    Beckoning Dance
    Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • enchantment
    • incapacitation
    • mental
    • primal
    • visual
    Entries
    • The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a 38 Will save. The effect lasts for 1 round, but if the riekanoy uses Beckoning Dance again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Dance, that creature is temporarily immune for 24 hours.
    • Type
      successDegree
      Entries
      Success
      • The creature is unaffected.
      Failure
      • The creature is fascinated and must spend each of its actions to move closer to the riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn.
      Critical Failure
      • As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn.
  • Name
    Constrict
    Activity
    Number
    1
    Unit
    action
    Entries
    • 3d10+12 bludgeoning, 41
  • Name
    Entangling Hair
    Entries
    • A riekanoy can have up to eight creatures grabbed within their hair at a time.
  • Name
    Waving Hair
    Activity
    Number
    1
    Unit
    action
    Entries
    • The riekanoy attempts an Acrobatics check against each grabbed creature's Reflex DC. The riekanoy moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its hair.

Background

Lore

No lore provided.