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Asrai


This being looks like a one–foot tall female elf with delicate features, emerald eyes, long golden hair, and pale blue skin.

Asrai CR 5

XP 1,600
CN Tiny fey (aquatic)
Init +4; Senses low-light vision; Perception +6

DEFENSE

AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 9 (2d6+2)
Fort +1; Ref +7; Will +4
DR 5/cold iron; Immune cold; SR 16
Weaknesses water dependent

OFFENSE

Speed 20 ft., swim 50 ft.
Melee touch +7 (1d4 cold)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cold touch
Spell-Like Abilities (CL 5th)

2/daycontrol water, fog cloud, obscuring mist

Spells Known (CL 5th)

2nd (5/day)hideous laughter (DC 14), summon monster II
1st (7/day)charm person (DC 13), hypnotism (DC 13), reduce person (DC 13), sleep (DC 13)
0 (at will)
dancing lights, daze (DC 12), detect magic, ray of frost, resistance, touch of fatigue (DC 12)

TACTICS

During Combat An asrai only engages in combat if its body of water is threatened, or if any intelligent creature other than a fey enters the water without permission.

Once in combat, an asrai prefers to attack with its magic, using its chilling touch only as a last resort. If it faces overwhelming odds, an asrai seeks escape, often using its fog cloud or obscuring mist ability to cover its exit.

STATISTICS

Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 10
Feats Eschew Materials B, Weapon Finesse
Skills Knowledge (arcana) +4, Knowledge (nature) +5, Perception +6, Sense Motive +6, Stealth +14, Spellcraft +5, Swim +16; Racial Modifiers Knowledge (arcana) and Spellcraft are class skills for asrai
Languages Common, Aquan, Sylvan

SPECIAL ABILITIES

Cold Touch (Su)

The touch of an asrai is supernaturally cold. All damage dealt from an asrai’s natural attacks is cold damage. This ability is constant, but the asrai can suppress or resume it at will as a free action.

Water Dependent (Su)

An asrai can survive on land for 1 hour per 2 points of Constitution. After that, it begins to suffocate. Lost Constitution points are immediately restored if the asrai returns to the water. If its Constitution reaches 0 it dies, collapsing into a puddle of water.

ECOLOGY

Environment cold and temperate aquatic
Organization solitary or colony (2–12)
Treasure none

Asrai dwell in crystal clear lakes, ponds, and rivers. They can be found in any large body of water far from civilized lands. Most asrai spend their time frolicking and playing in the lake they call home, dancing among the fish and playfully splashing the various woodland creatures that venture near the water for a drink. Asrai are protective of their aquatic homes, however, and attack en masse any foolish human so oafish as to not ask their permission to enter the water.

Asrai spend most of their time in the water, preferring not to touch land if possible. Though they can survive on land for a short amount of time, they prefer not to risk such ventures, so any encounter with an asrai is almost always in the water. Asrai make their homes in giant seashells or natural underwater caves. These homes are usually concealed under a canopy of aquatic plants, algae, and seaweed so potential enemies cannot easily find them.

Asrai are closely related to pixies and thought to be a relative, though they do not possess wings. Male asrai are thought to exist, though none have ever been encountered.

Section 15: Copyright Notice

Asrai from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.