Nuckelavee
CREATURE 9When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing its awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying.
When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the land surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, however, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time.
Despite their vile reputation among humanoids, nuckelavees are generally respectful of their fey counterparts. Once pollution has been cleansed and water fey like naiads return to a body of water, nuckelavees will peacefully withdraw.
30 feet. DC 25 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 acid damage to it and causing it to be Sickened 2.
A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).
The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 void damage to living creatures in the area with a DC 28 basic Fortitude save. A creature that fails also takes 2d6 bleed damage.
The nuckelavee can't use Blight Breath again for 1d4 rounds.
Medium or smaller, hoof, DC 28 basic Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).