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Riekanoy

Riekanoys lurk in the placid rivers of the First World, demanding that travelers dance with them or face their wrath. Bitterly jealous of anyone that professes to be a better dancer, riekanoys make wagers in contests to prove who is the most graceful and sure-footed.

Recall Knowledge - Fey (Nature): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite RiekanoyCreature 20

Legacy Content

Rare NE Medium Amphibious Fey Water 
Source Night of the Gray Death pg. 69
Perception +33; low-light vision, true seeing
Languages Aquan, Common, Sylvan
Skills Acrobatics +37, Athletics +33, Deception +37, Nature +35, Performance +39, Stealth +37, Survival +35
Str +6, Dex +10, Con +2, Int +3, Wis +6, Cha +10
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.
AC 47; Fort +30, Ref +39, Will +34
HP 430; Resistances fire 20; Weaknesses cold iron 20
Speed 25 feet, swim 50 feet; water walk
Melee [one-action] hair +26 [+22/+18] (agile, reach 15 feet, finesse), Damage 4d10+2+12 bludgeoning plus Improved GrabPrimal Innate Spells DC 43, attack +35 (+4 dmg); 9th hydraulic torrent, nature's enmity; 8th charm (at will), fire seeds (×3; see water lilies); 6th baleful polymorph (×3; aquatic animals only); 5th control water (at will); 2nd invisibility (at will), obscuring mist (at will); Constant (9th) true seeing, water walk
Beckoning Dance [one-action] (concentrate, enchantment, incapacitation, mental, primal, visual) The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a DC 40 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 must spend each of its actions to move closer to the riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn.
Critical Failure As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn.
Constrict [one-action] 3d10+12 bludgeoning, DC 43Entangling Hair A riekanoy can have up to eight creatures grabbed within their hair at a time.Waving Hair [one-action] 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.