Asrai

This being looks like a one-foot tall female elf with delicate features, emerald eyes, long golden hair, and pale blue skin.
 

Asrai (CR 5)

Tiny Fey (Aquatic)
Alignment: Chaotic Neutral
Initiative: +4
Senses: Low-Light Vision; Perception +6
  Speed: 20 feet, Swim 50 feet
Space: 2-1/2 feet
 

Defense

Armor Class: 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
Hit Points: 9 (2d6+2)
Saving Throws: Fort +1, Ref +7, Will +4
Damage Reduction: 5/cold iron
Immunity: cold
Spell Resistance: 16
Weaknesses: water dependency
 

Offense

Melee: touch +7 (1d4 cold)
Reach: 0 feet
  Special Attacks: cold touch
  Spell-Like Abilities (CL 5th):
  Spells Known (CL 5th):

Statistics

StrDexConIntWisCha
5 (-3) 18 (+4) 13 (+1) 10 (+0) 13 (+1) 14 (+2)
Base Attack Bonus: +1
CMB +3
CMD 10
  Feats: Eschew Materials, Weapon Finesse
  Skills: Knowledge (arcana) +4, Knowledge (nature) +5, Perception +6, Sense Motive +6, Stealth +14, Spellcraft +5, Swim +16 Languages: Common, Aquan, Sylvan
 

Special Abilities

Cold Touch (Su)

The touch of an asrai is supernaturally cold. All damage dealt from an asrai's natural attacks is cold damage. This ability is constant, but the asrai can suppress or resume it at will as a free action.

Water Dependent (Su)

An asrai can survive on land for 1 hour per 2 points of Constitution. After that, it begins to suffocate. Lost Constitution points are immediately restored if the asrai returns to the water. If its Constitution reaches 0 it dies, collapsing into a puddle of water.
 

Ecology

Environment: Cold or Temperate Aquatic
Organization: solitary or colony (2-12)
Treasure: none

  Asrai dwell in crystal clear lakes, ponds, and rivers. They can be found in any large body of water far from civilized lands. Most asrai spend their time frolicking and playing in the lake they call home, dancing among the fish and playfully splashing the various woodland creatures that venture near the water for a drink. Asrai are protective of their aquatic homes, however, and attack en masse any foolish human so oafish as to not ask their permission to enter the water.
  Asrai spend most of their time in the water, preferring not to touch land if possible. Though they can survive on land for a short amount of time, they prefer not to risk such ventures, so any encounter with an asrai is almost always in the water. Asrai make their homes in giant seashells or natural underwater caves. These homes are usually concealed under a canopy of aquatic plants, algae, and seaweed so potential enemies cannot easily find them.
  Asrai are closely related to pixies and thought to be a relative, though they do not possess wings. Male asrai are thought to exist, though none have ever been encountered. An asrai only engages in combat if its body of water is threatened, or if any intelligent creature other than a fey enters the water without permission.
  Once in combat, an asrai prefers to attack with its magic, using its chilling touch only as a last resort. If it faces overwhelming odds, an asrai seeks escape, often using its fog cloud or obscuring mist ability to cover its exit.
  Copyright Notice Author Erica Balsley.

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