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Encantado

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This graceful creature combines the features of a human and a river dolphin.

Encantado CR 8

XP 4,800
CN Medium fey (shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +17

DEFENSE

AC 21, touch 20, flat-footed 16 (+5 deflection, +5 Dex, +1 natural)
hp 95 (10d6+60)
Fort +13, Ref +17, Will +16
DR 10/cold iron

OFFENSE

Speed 30 ft., swim 80 ft.
Melee slam +10 (1d4+4 plus intoxication) or spear +8 (1d8+4/×3)
Ranged spear +10 (1d8+3/×3)
Spell-Like Abilities (CL 10th; concentration +15)

At willcharm person (DC 16), suggestion (DC 18), unnatural lust (DC 17)
3/daycharm monster (DC 18), confusion (DC 19), daze monster (DC 17) 1/weekcontrol weather

STATISTICS

Str 16, Dex 21, Con 20, Int 13, Wis 18, Cha 21
Base Atk +5; CMB +10; CMD 28 (can't be tripped)
Feats Agile Maneuvers, Deceitful, Improved Initiative, Toughness, Weapon Finesse
Skills Bluff +22, Diplomacy +18, Disguise +7, Escape Artist +18, Knowledge (local) +9, Perception +17, Perform (dance) +13, Perform (sing) +13, Sense Motive +11, Stealth +18, Swim +15
Languages Common, Sylvan; speak with animals
SQ change shape (dolphin or Medium humanoid; alter self or beast shape I), enchanting grace, hold breath

SPECIAL ABILITIES

Enchanting Grace (Su)

An encantado adds its Charisma bonus as a racial bonus on all of its saving throws, and as a deflection bonus to its Armor Class.

Intoxication (Su)

An encantado's slam attack affects its target as if the target had overindulged, causing the target to gain the sickened condition for 1 hour. A target already sickened by an encantado's intoxication instead becomes nauseated for 1d4 rounds.