Samovila (Spirits of Wells)

Samovila are the guardian spirits of wells and springs in the Old Beliefs. Depending on where their well is located, they can either be very fond of people, or extremely antisocial.
Genetic Ancestor(s)

CR 4

Samovila

Humanoid(4) Neutral (Medium) Fey, Household Spirit
Initiative: +4 Senses: Low-light vision; Perception +4

Defense

AC: AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
HP: 24 4d8+8
Fortitude: +5 Reflex: +5 Will: +1 ( +4 vs. mind-affecting effects )
DR: 5/cold iron ; cold 20, electricity 10

Offense

Speed: 40 ft, swim 60 ft
Melee: claw +5/+5 (1d4+3)
Space: 5 ft Reach: 5 ft
Spell-like Abilities:

Flash Flood

2/day; DC14. 60ft cone-shaped burst
A fast-moving wave batters all creatures in its path, leaving the target area flooded. Each creature in the area must succeed at a Reflex save or take 1d6 points of bludgeoning damage.
In addition, the affected area becomes shallow bog terrain (costing 2 squares of movement to move 1 square, and raising Acrobatics and Stealth DC by 2) that affects everyone except the Samovilla. If a square is affected by a second wave, it becomes deep bog terrain (costing Medium or Large creatures 4 squares of movement to move 1 square (Small or smaller creatures must swim), and raising Acrobatics and Stealth DC by 2).
Note: The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.

Statistics

Str 15, Dex 18, Con 14, Int 8, Wis 10, Cha 8
Base Attack: +3 CMB: +5 (+9 grapple) CMD: 20
Feats: Defensive Combat Training, Intimidating Prowess
Skills: Intimidate +5, Perception +4, Sense Motive +5, Spellcraft +8, Stealth +8 (in water +12), Swim +14
Languages: Aquan, Sylvan