Riekanoy

Level 19
Creature· amphibiousRareMediumLegacy
AC
45
HP
410
Speed
25 ft.
Perception
+31
Fort
+28
Ref
+37
Will
+32
Resistances fire 20
Weaknesses cold-iron 20
Languages common, fey, thalassic
Senses low-light-vision, truesight 60 ft.
Skills performance +37, acrobatics +35, deception +35, stealth +35, nature +33, survival +33, athletics +31
Other Speeds swim 50 ft.
Recall Knowledge DC 44 (nature)

Attacks

Melee Hair +24 (agile, finesse, reach, reach 15 ft.), Damage 4d10+12 bludgeoning

Abilities

Constant Spellsinteraction
Sinuous Initiative

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.

Water Walk

Riekanoy is under the effects of 9th-rank Water Walk at all times.

Beckoning Dance

The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot area that can see the riekanoy must attempt a DC 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.

Success The creature is unaffected.

Failure The creature is Fascinated and mus

Constrict

(3d10+12)[bludgeoning], DC 41 fortitude


Entangling Hair

A riekanoy can have up to eight creatures Grabbed within their hair at a time.

Waving Hair

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.

Improved Grab