# Glaistig >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d6 (×2) > >dagger: 1d4 (19-20/×2) > >Melee/Ranged: +4/+4 > >Secondary: -1/-1 > >Multiattack: +2/+2 > >M/R_PA: +4/+4 > >2nd/PA: -1/-1 > >MA_PA: +2/+2 > >Itterative: 1 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 14; Dex: 14; Con: 15; Int: 14; Wis: 15; Cha: 17 > > xFeat:: 3/3 (0) > > > > > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Glaistig (Lesser)</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Monster Manual 3</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Medium Fey **Init** +1 **Senses** low-light vision; **Perception** +13 #### defense **AC** 15, 11 touch, 14 flat-footed (+1 Dex, +4 natural) **hp** 30 (6d6+12) **Fort** +4, **Refl** +6, **Will** +9 **Feint** 15, **Demoralize** 18 **DR** 5/cold iron **Resist** cold 10, fire 10 #### offense **Speed** 30 ft., swim 50 ft. **Melee** bite +4 (1d6+1), dagger +4 (1d4+1/19-20) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** blood drain, captivating song, charm, water symbiosis **Spell-Like Abilities** (CL 8th; Concentration +12) > **At will**— dancing lights, fog cloud, hypnotism > **1/day**— water breathing #### statistics **Str** 12, **Dex** 13, **Con** 14, **Int** 13, **Wis** 14, **Cha** 19 **BAB** +3, **CMB** +4, **CMD** 15, **TA** +4, **RTA** +4 **Feats** [[Ability Focus]] (beguiling song), [[Alertness]], [[Iron Will]] **Skills** Bluff +13, Diplomacy +13, Disguise +13, Escape Artist +10, Perception +13, Stealth +10, Swim +18 **Languages** #### special abilities ### Blood Drain (Ex) If it grapples a foe, an glaistig drains blood at the end of its turn, dealing 1d4 Constitution damage. ### Captivating Song (Su) A glaistig’s song has the power to infect the minds of those that hear it, calling them to the glaistig’s side. When a glaistig sings, all creatures aside from other glaistig within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same glaistig’s song for 24 hours. A victim under the effects of the captivating song moves toward the glaistig using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the glaistig simply stands and offers no resistance to the glaistig’s attacks. This effect continues for as long as the glaistig sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based. ### Charm (Su) A glaistig can charm an adjacent creature under the effect of a its capivating song. An affected creature must succeed at a DC 19 Will save or be charmed as charm monster, cast by an 8th level sorcerer. Using this ability ends the glaistig's captivating song. This is a sonic, mind-affecting, charm effect. The save DC is Charisma-based. ### Water Symbiosis (Su) Each glaistig is mystically bound to a body of water or a waterway as small as a pond or as large as a lake or river. A glaistig cannot move more than 300 yards away from its body of water and still breathe normally. If a glaistig strays farther away, it must hold its breath or immediately start to suffocate (see Suffocation). Once a glaistig has moved beyond the boundary of its connection, it cannot breathe normally until it has immersed itself in its body of water. ****