Gray Nisp

This creature resembles a hairless humanoid with smooth, slick skin; its hands and feet are webbed and end in claws, and its face has large, dark pupilless eyes. It has no noses or ears, and its small fishlike mouth is filled with tiny, sharp teeth.
 

Gray Nisp (CR 8)

Large Fey (Aquatic)
Alignment: Chaotic Neutral
Initiative: +3
Senses: Keen Scent, Low-Light Vision; Perception +13
  Speed: 10 feet, Swim 80 feet
Space: 10 feet
 

Defense

Armor Class: 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
Hit Points: 84 (8d6+56)
Saving Throws: Fort +9, Ref +9, Will +6
 

Offense

Melee: 2 claws +10 (1d6+6), bite +9 (1d8+6)
Reach: 10 feet
  Special Attacks: Rend (2 claws, 1d6+9)
  Spell-Like Abilities (CL 8th):

Statistics

StrDexConIntWisCha
22 (+6) 17 (+3) 24 (+7) 5 (-3) 11 (+0) 10 (+0)
Base Attack Bonus: +4
CMB +11
CMD 24
  Feats: Alertness, Cleave, Weapon Focus (claw)
  Skills: Perception +13, Sense Motive +2, Stealth +10, Swim +25
  Languages: Aquan
  Special Qualities: water dependent

 

Special Abilities

Keen Scent (Ex)

A gray nisp can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at a range of up to a mile.

Water Dependent (Ex)

Gray nisps can survive out of water for 1 minute per 2 points of Constitution. After that they begin to drown as per the drowning rules (Pathfinder Core Rulebook).
 

Ecology

Environment: Temperate or Warm Aquatic
Organization: solitary
Treasure: standard

  Nisps are a race of water-based fey creatures that dwell in swamps, rivers, lakes, and seas. They are aggressive hunters and dine on anything they can catch and kill. Gray nisps dwell in deeper water, in caves on the ocean floor or hollows at the bottom of sizeable lakes. They are isolative and territorial. They are also smart enough to realize how dim they are, and this realization makes them irritable and unpredictable.
  They have a keen sense of smell, and immediately investigate creatures that stray too close to their lair. Their curiosity usually takes the form of pulling apart intruders to see how they are built. Though technically sentient, nisps do not reason the way most creatures do. They have no concept of love, duty, or hatred, though they do seem capable of nearly insatiable curiosity and malice.
  This fearsome creature is 9 feet tall, with light gray skin and a white underbelly, and weighs well over 300 pounds. It has large, wicked talons and an unusually large mouth, filled with dagger-like teeth. Gray nisps surprise intruders if they can. They may start with their spell-like powers, or engage directly in melee; they may even attempt to speak with intruders, though their innate stupidity usually results in increasing frustration, and finally a burst into action.
  Copyright Notice Author Scott Greene.

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