Glaistig

Medium Fey — CR 6

()Updated 3.5

Glaistig is a D&D 3.5 monster from —. CR 6, HD 6d6+12 (33 hp).

Hit Dice
6d6+12 (33 hp)
Initiative
+1
Speed
land 30 ft, 30 ft., swim 50 ft.
Base Attack / Grapple
+3/+4
Attack
Bite +4 melee or dagger +4 melee
Full Attack
Bite +4 melee and dagger +4 melee
STR
12
DEX
13
CON
14
INT
13
WIS
14
CHA
19
Fort / Ref / Will
+4 / +6 / +9
Challenge Rating
6
Alignment
Always chaotic neutral
Organization
Solitary
Treasure
Standard
Level Adjustment
+4

Special Abilities

Beguiling SongBlood DrainWater BreathingWater Symbiosis

Feats

Failure indicates the creature is beguiled and moves toward the glaistig, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water), the beguiled creature gets a second saving throw. If that save is successful, the beguiling effect is broken, and that creature cannot be affected by that glaistig's song for 24 hours. A glaistig that desires a companion often moves out of the water and bestows water breathing upon its beguiled victim so it can take him underwater. A beguiled creature takes no actions other than to defend himself. (Thus, a fighter cannot run away or attack, but takes no defensive penalties.) A beguiled victim that moves within 5 feet of the glaistig must make a DC 19 Will saving throw or be charmed, as by the charm monster spell cast by an 8th-level sorcerer. A creature that successfully saves cannot be affected again by the same glaistig's song for 24 hours. The beguiling effect continues so long as the glaistig sings. A glaistig does not need to continue singing to keep a victim charmed. A glaistig can use its beguiling song both above and below the water. Most glaistigs move into deep water, forcing a beguiled victim to move toward them. If these unlucky creatures fail their second saving throw, they usually drown (see Drowning). The save DC is Charisma-based. A glaistig uses its beguiling song to lure victims close to the water, targeting specific individuals. If a large group comes close to its lair, it will lurk beneath the surface until only one or two targets remain. A glaistig is mystically bound to its watery lair and cannot move more than 300 yards away from it. Once a victim is within striking distance, a glaistig will cease singing and grapple the opponent. If the grab is successful, it will drain blood for as long as possible. If reinforcements arrive, the glaistig will try to use suggestion, hypnotism, or fog cloud to cause a diversion and slip beneath the surface of its watery home.

Description

Failure indicates the creature is beguiled and moves toward the glaistig, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water), the beguiled creature gets a second saving throw. If that save is successful, the beguiling effect is broken, and that creature cannot be affected by that glaistig's song for 24 hours. A glaistig that desires a companion often moves out of the water and bestows water breathing upon its beguiled victim so it can take him underwater. A beguiled creature takes no actions other than to defend himself. (Thus, a fighter cannot run away or attack, but takes no defensive penalties.) A beguiled victim that moves within 5 feet of the glaistig must make a DC 19 Will saving throw or be charmed, as by the charm monster spell cast by an 8th-level sorcerer. A creature that successfully saves cannot be affected again by the same glaistig's song for 24 hours. The beguiling effect continues so long as the glaistig sings. A glaistig does not need to continue singing to keep a victim charmed. A glaistig can use its beguiling song both above and below the water. Most glaistigs move into deep water, forcing a beguiled victim to move toward them. If these unlucky creatures fail their second saving throw, they usually drown (see Drowning). The save DC is Charisma-based. A glaistig uses its beguiling song to lure victims close to the water, targeting specific individuals. If a large group comes close to its lair, it will lurk beneath the surface until only one or two targets remain. A glaistig is mystically bound to its watery lair and cannot move more than 300 yards away from it. Once a victim is within striking distance, a glaistig will cease singing and grapple the opponent. If the grab is successful, it will drain blood for as long as possible. If reinforcements arrive, the glaistig will try to use suggestion, hypnotism, or fog cloud to cause a diversion and slip beneath the surface of its watery home.