Mythic Fossegrim


This striking, blue-eyed man with luminous skin and flowing white hair holds an ethereal harp.

Mythic Fossegrim CR 5/MR 2

XP 1,600
NE Medium fey (aquatic)
Init +7; Senses low-light vision, mistsightMA; Perception +16


AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 74 (9d6+43)
Fort +6, Ref +9, Will +8
DR 5/cold iron and epic


Speed 30 ft., swim 40 ft.; water walk
Melee 2 slams +8 (2d6+3)
Special Attacks drowning touch (DC 17), enchanting music (DC 19), mythic power (2/day, surge +1d6), raging torrentMA
Spell-Like Abilities (CL 9th; concentration +14)


Str 10, Dex 17, Con 17, Int 12, Wis 14, Cha 21
Base Atk +4; CMB +4; CMD 17
Feats Alertness, Dodge, Improved Initiative, Weapon FinesseMF, Weapon Focus (slam)
Skills Bluff +17, Diplomacy +9, Knowledge (geography) +6, Knowledge (nature) +10, Perception +16, Perform (sing) +10, Perform (string) +21, Sense Motive +16, Sleight of Hand +10, Stealth +15, Swim +18; Racial Modifiers +4 Perform (string), +4 Swim
Languages Common, Sylvan
SQ amphibious, transparency, treasure form, wishing wellMA


Drowning Touch (Su)

A fossegrim can flood the lungs of a creature that is willing, is helpless, is affected by its enchanted music ability, touches it while it’s in treasure form, or is touched by it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown slowly. On its turn, the target can attempt a DC 17 Fortitude save to cough up this water; if it fails, it falls unconscious at 0 hp. On the next round, a fallen target must attempt another DC 17 Fortitude save, dropping to –1 hit points and dying if it fails; on the next round it must attempt to save again or lose 1d6 hit points. On the first successful save, the water clears from the target’s lungs and the target stabilizes. The save DC is Constitution-based.

Enchanting Music (Su)

As a full-round action, a fossegrim can play a musical stringed instrument (usually a harp or violin) and target a single creature within 45 feet that can hear and see the fossegrim with an effect identical to the unnatural lustum spell (CL 9th; Will DC 19). This action provokes an attack of opportunity. If the target touches or kisses the fossegrim, the fey can affect the target with its drowning touch ability. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.

Raging Torrent (Su)

As a full-round action, a mythic fossegrim can expend one use of its hydraulic torrent spell-like ability to create an arcing column of water, spray, and thunderous noise like a living waterfall, riding it across the battlefield. Unlike the spell, this raging torrent need not affect a straight line; instead, the fossegrim can direct it in any path it wishes, as long as each square it affects is contiguous (including diagonally) with the previous square. Medium or smaller creatures in the area of the hydraulic torrent take 2d6+3 points of damage (DC 17 Reflex half) and are deafened for 1d6 rounds (DC 17 Fort negates) in addition to the normal effect of a hydraulic torrent, and the fossegrim can move through their spaces without impediment, as if it had the trample special attack. Creatures in the path of the raging torrent can make attacks of opportunity against the fossegrim with a -4 penalty, though they forfeit their Reflex save when doing so. The save DC is Constitution-based.

A mythic fossegrim can use this raging torrent to launch himself into the air on a column of water to attack aerial targets or use it to bypass obstacles. He moves as if using air walk, but the effect lasts only until the end of his turn. If he has not alighted upon a solid or liquid surface at the end of his movement, he drifts gently back down as if using feather fall.

Transparency (Su)

When underwater, a fossegrim’s body becomes transparent, effectively rendering it invisible. It can become visible or transparent at will as a free action.

Treasure Form (Su)

As a standard action when completely underwater, a fossegrim can create an illusion causing it to resemble a Medium pile of gold and silver coins, glittering jewels, and valuable art objects. If a fossegrim speaks, moves, attacks, or uses any of its special abilities or spell-like abilities while in treasure form, the illusion dissipates. A successful DC 19 Will save is required to disbelieve this illusion. If a living creature within the fossegrim’s melee reach touches or physically interacts with the illusion, the fossegrim reaches out to kiss or otherwise touch that creature, automatically affecting the creature with its drowning touch ability. The fossegrim can maintain this illusion indefinitely and can revert to its normal natural form as a free action. This is a mind-affecting illusion (glamer) effect. The save DC to disbelieve is Charisma-based.

Wishing Well (Sp)

Once per day, a mythic fossegrim can create a magical effect in exchange for a gift or service from a humanoid. The nature of this effect is open-ended, similar to a very minor wish, but it cannot duplicate any effect that could not be achieved with a 3rd-level spell. A mythic fossegrim may grant such a minor wish more than once per day by expending one use of mythic power for each use after the first. In addition, once per month a mythic fossegrim may expend two uses of mythic power to grant a limited wish to a creature with 7 or fewer Hit Dice. However, this wish always comes as part of a bargain, and the creature receiving the limited wish must agree to accept a lesser geas or suggestion from the fossegrim, which the fossegrim can invoke from any distance up to a year and a day after granting the limited wish. A fossegrim cannot grant another limited wish until it invokes its compulsion upon the target and it either completes the task or dies. This specialized lesser geas or suggestion does not allow spell resistance or a saving throw, and if it is dispelled or removed before the task specified by the fossegrim is completed, the benefits of the limited wish are immediately ended (or undone, if the effect of the limited wish has already ended). If the wish effect cannot reasonably be reversed or negated, the wish recipient instead is affected as bestow curse (no saving throw) when the lesser geas or suggestion effect is broken. If the target is killed before the task is completed, its soul is taken by the fossegrim and is imprisoned within its waterfall. Until the fossegrim releases the target’s soul, it prevents resurrection as a rest eternal spell. The fossegrim can store up to three souls in its waterfall, and if it is within 30 feet of its waterfall it can absorb the essence of one soul to gain the benefit of death knell, with a caster level equal to the Hit Dice of the trapped soul. This frees the trapped soul and ends the rest eternal effect.


Environment cold or temperate water (waterfalls)
Organization solitary
Treasure standard (masterwork harp or violin, other treasure)

Pale and possessing unnatural beauty, fossegrims are wicked fey who haunt idyllic waterfalls, where they lure the unsuspecting near with song and the promise of treasure, only to drown them. Well built and elflike in appearance, fossegrims are gifted musicians, and their lairs often echo with the sound of bewitching music. They are never without their enchanting instruments.

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

scroll to top