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Asrai

Asrai
AI Generated Artwork – NightCafe Creator

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

Asrai dwell in crystal clear lakes, ponds, and rivers. They can be found in any large body of water far from civilized lands. They mostly 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. They 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.

They 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. They 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.


Asrai

Asrai1
AI Generated Artwork – NightCafe Creator

Tiny fey, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 20 ft., swim 50 ft.

STRDEXCONINTWISCHA
5 (-3)18 (+4)13 (+1)10 (+0)13 (+1)14 (+2)

Skills Perception +3, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

Combat Motivations

They 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 cold touch only as a last resort. If it faces overwhelming odds, an asrai seeks escape, often using its fog cloud to cover its exit.

Special Traits

  • Limited Amphibious. They can breathe both air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
  • Innate Spellcasting. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
    • 3/day: fog cloud
    • 1/day: control water
  • Spellcasting. The asrai is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks.) The asrai can cast the following spells:
    • Cantrips (at will): dancing lights, ray of frost, resistance, thaumaturgy
    • 1st level (4 slots): charm person, create or destroy water, detect magic, thunderwave
    • 2nd level (3 slots): hideous laughter, misty step
    • 3rd level (2 slots): hypnotic pattern

Actions

  • Cold TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) cold damage.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

Asrai

Asrai2
AI Generated Artwork – NightCafe Creator

Source: Pathfinder d20pfsrd.com

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 Dexterity, +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/day – control 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)
STATISTICS
Strength 5, Dexterity 18, Constitution 13, Intelligence 10, Wisdom 13, Charisma 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

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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.

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Section 15: Copyright Notice – Tome of Horrors Complete

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

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