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From Pathfinder #218: Titanbane, which isn't enabled.

Pendidia

CREATURE 10

Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen home, sometimes they congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids—and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of the natural world.


Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water


Perception +20; low-light vision
Languages Common, Elven, Fey, Thalassic
Skills Acrobatics +18, Athletics +12, Diplomacy +20, Nature +22, Stealth +22, Survival +20
Str +3, Dex +7, Con +5, Int +3, Wis +4, Cha +7
Animal Empathy

The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals.

Recharge Spell (concentrate)
Cost 1 Mythic Point

Effect Pendidia regains one spell.
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 30; Fort +16, Ref +22, Will +18
HP 175; Weaknesses cold iron 10; Resistances fire 10
Mythic Resilience (Reflex and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Water Dependent

A naiad is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water.


Speed 25 feet, swim 50 feet
Melee Aqueous Fist +23 (agile, finesse, magical, water), Damage 4d8 bludgeoning
Melee Water Orb +23 (magical, water), Damage 4d8 bludgeoning
Primal Innate Spells DC 29, attack +21; 5th Control Water, Hydraulic Push; 4th Charm, Create Water, Tidal Surge (At Will)
Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Water Healing (healing, primal, vitality)

For every 10 minutes a naiad spends soaking in her bonded body of water, she regains 45 healing Hit Points.

Pathfinder #218: TitanbaneORC