Veela, Water

Water Veela (CR 7)1
Medium outsider (water)
Init 13; Senses darkvision; Notice 22
Defense
AC 19, flat-footed 16; SR 19
(+3 Dex, +6 natural)
HP 85 (9d10+36)
Fort +7, Ref +9, Will +6
DR 10/magic; Immune cold, elemental traits
Offense
Speed 30 ft., swim 30 ft.
Melee mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 cold), mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 cold) or 2 slams +14 (1d4+5 plus 1d6 cold)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; caster check +14)
At will—resist energy (cold), hydraulic push
3/day—cure serious wounds, suggestion (W-DC 18)
1/day—dispel magic, cone of cold (R-DC 20)
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Initiative, Two-Weapon Fighting
Skills Acrobatics +15, Deception +17, Diplomacy +17, Knowledge (planes) +14, Perception +12, Profession (dancer) +12, Sense Motive +12, Stealth +15
Languages Aquan, Common
Ecology
Environment marine, Realms Within (Oceanus)
Organization solitary, pair, or troupe (3-6)
Treasure 2,000 gp plus 2 mwk daggers
Special Abilities
Beckoning Dance (Su; mind; Cha) As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target's turns, she must attempt a Profession (dancer) check opposed by the veela's Profession (dancer) check. If the target doesn't meet or exceed the veela's result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (W-DC 18). Any target of a veela's beckoning dance that exceeds the veela's result on the opposed Profession check ends the beckoning dance and gains the benefits of the veela's cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela's daily uses. Targets that save against a veela's beckoning dance can't be affected by that veela's beckoning dance again for 24 hours.
Elemental Veil (Su) A veela's link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of fire damage on any successful melee attack. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (CL 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.

Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature's permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits' movements might earn a veela's respect and compel it to share some of its beneficial magical powers.

A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.