River Wyrd

River Wyrd
Level 6 (+4)
"The forest doesn’t belong to the animals, or the trees. No, there is a good reason there is a pristine pond, undisturbed for centuries, smack dab in the middle of the woods."
——Tastter Maloy, Adventuring Historian
The River Wyrd is an Elemental of water tied to a particular source of liquid, gaining its strength and life from the body of water itself. While within its domain, the Wyrd becomes difficult to kill, and can blend itself into the liquid, manipulating it like a weapon. The creature is also difficult to perceive and is practically invisible while it resides within the water. Its actual form is rather larger and powerful, resembling a vaguely humanoid shape without any features or details. Its favored tactic is to encircle a victim, and crush or drown it into submission. Wyrd’s do not have many motivations for entering combat, however they are fiercely protective of the waters they inhabit.
Awareness
17
Senses
Darkvision
Initiative
17/1d8
Hitpoints: 57
Healing Value: 15
Resilience: +3
Morale
1
AC
16/16
Touch
16
Fort
19
Reflex
17
Will
14
Defenses
Resistances: Weapon Resist. (50%), Fire (50%), Cold (Imm, but Slowed for 10 seg), Poison (Imm), Radiant (Imm), Necrotic (Imm), Align. Dmg (Imm), Immune Sleep, Paralysis, Daze Resist (4).
Vulnerabilities: None
Defensive Actions
Fast Healing
While in contact with a body of water, the River Wyrd has Fast Healing (5). (Advanced)
Attributes / Saving Throws (1 AP)
STR
17 / 21
DEX
16 / 20
CON
13 / 17
INT
11 / 12
WIS
12 / 13
CHA
10 / 11
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+11 vs AC (ArN 2)
Slam
1d10+6 damage
Melee Reach 5ft
1d10+6 damage
Grapple +14
Special Attacks (3 AP)
Engulf
Make an opposed Grapple check (+14 vs Grapple). If the Wyrd succeeds, it moves into the target's square and engulfs him. The target is considered Grabbed and is Holding its Breath until it escapes the grab. The River Wyrd can target a medium or smaller creature with this attack and may only engulf one creature at a time. (Basic)
Immediate Actions
Constrict
The target Engulfed by the Wyrd suffers 1d10+6 Bludgeoning damage. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Swim
60 ft
Overland Movement
30 mi/day
Qualities
  • Water Invisibility: While within a body of water, the Wyrd is considered to have Superior Concealment against all creatures.
  • Elemental Resistances: Weapon Resistance (50%), Fire Resistance (50%). Immunity to Necrotic, Radiant, and all Alignment damage and Immune to Sleep and Paralysis effects. Cold effects deal no damage to the Wyrd, but cause it to be Slowed for 10 segments. The Wyrd additionally has Daze Resistance 3.
Skills: Rank 2 Escape [+5], Rank 5 Stealth [+6], Rank 5 Swim [+13], Rank 2 Listen [+4], Rank 5 Spot [+10], Rank 2 Coercion [+7], Rank 3 Deception [+6], Rank 1 Manipulation [+2], Rank 3 Intuition [+6]
Feats: None
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 4 Elemental
Combat Training: Melee 3, Parry 1, Fort 3, Reflex 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
0
Coercion
+7
Deception
+6
Manipulation
+2
Persuasion
0
Aloofness
0
Bravery
+1
Intuition
+6
Tolerance
0
Suspicion
0
Social
Composure: 11
Languages: Primal
Motives:
Prejudices:
  • Non-aquatic Creatures: Hate 1