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Huge Fey (aquatic)
Hit Dice: 12d6+36 (78 hp)
Speed: 40 ft., swim 40 ft.
Armor Class: 21 (+3 dex, +9 natural, -1 size), touch 12, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) plus slam +9 melee (2d6+4)
Space/Reach: 15 ft./30 ft.
Special Attacks: Constrict, cursed melody, improved grab, rake, rend, spell-like abilities
Special Qualities: Amphibious, aquatic subtype, heed not the candles, low-light vision, murksight, 'possum
Saves: Fort +6, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 14, Int 10, Wis 15, Cha 17
Skills: Bluff +18, Hide +10, Listen +17, Move Silently +18, Perform (strings) +21, Spot +17, Swim +16
Feats: Diehard, Endurance, Improved Grapple, Improved Toughness, Skill Focus (perform: strings)
Environment: Temperate or Warm Marsh
Challenge Rating: 9
Treasure: Standard (no goods)
Alignment: Usually Chaotic Neutral
Advancement: 13-20 HD (Huge)
Level Adjustment: +6
Lamentisks are startling creatures with lengthy bodies alike to both an eel and a vine. Twitching spines, fleshy whiskers, and short, spindly legs grow out at random from the bizarre body. A humanish torso arises from one end, with a head alike to that of a haggish elf. Great thick hair of an unpleasant grey hue spreads wildly, slim spines jutting up here and there. Long, stick thin arms, appearing more as stretched tendons than limbs, spread out from the narrow shoulders, with spidery fingers nearly a stride in length each. These fingers end in small claws and has a sharp inner edge along their length.
Lamentisks are the spirits of the dismal bog; the croak of the bullfrog, the mournful loon, the misleading lights, the rotting death. They are often to be found in the midst of desolate swamps, stretching it's whiskers out and playing them with the sharp edge of it's fingers in a horrible melody.
Lamentisks speak Sylvan and weigh over half a ton.
A lamentisk play their songs to attract those nearby and then make sport of them, leading them to and fro until they are hopelessly lost before sending them to a watery grave. If threatened themselves they become grim bringers of death, crushing and slashing and drowning, often disappearing only to return once more.
On a successful grapple check, a lamentisk deals 2d6+8 points of damage.
Cursed Melody (Ex):
Each round a lamentisk can use's it's horrible music from it's own body to create one of the following effects. The save DC is equal to the lamentisk's perform (strings) check. A lamentisk may create this melody even while in treeshape, it's fingers appearing as branches rubbing again dangling moss.
A lamentisk can make music so horrible the ears burst. Those within 60 feet must succeed on a Fortitude save or go permanently deaf, though can still hear the music itself. Those that make their save are immune to the cursed melody for 24 hours. Whether or not they make their save they take 1d4 points of sonic damage.
A lamentisk may produce a song of such mournful qualities that it fills those nearby with despondency. If within 20 feet they must succeed on a Will save or try to kill themselves, usually by drowning. If for some reason they are unable to find water, they attack themselves as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, they move adjacent to the nearest enemy and provoke an attack of opportunity, offering their opponent an opening, which the opponent may or may not choose to take advantage of. Those within 60 feet are affected as if by Crushing Despair. This is a mind-affecting, compulsion effect.
A lamentisk can play a tune that fills one with a sense of grave foreboding. He may choose one subject within 10 feet to become affected as by the Bestow Curse spell unless they succeed on a Will save. All others within 60 feet must succeed on a save as well or take a -2 penalty to all checks for 2d4 rounds. Penalties from multiple performances do not stack.
A lamentisk can summon forth a will'o'wisp through his playing, though it has the magical beast type and Charm Monster as an at will spell-like ability (which does not affect the lamentisk). It often uses this ability to trick others into following it to their doom. A lamentisk can only have one summoned at any given time, though it may remain indefinitely.
Heed Not the Candles (Ex):
A lamentisk is immune to enchantment and is continuously affected as by the True Seeing spell.
Improved Grab (Ex):
To use this ability, a lamentisk must hit with it's slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A lamentisk can grapple two beings at once without penalty.
A lamentisk can see to the limits of its vision even in foggy or smoky conditions, including dirty water and the areas of such spells as obscuring mist and fog cloud.
A lamentisk can appear as if slain, luring it's opponents into a false sense of security. As an immediate action after it is hit for at least 10 points of damage by a single attack, it can attempt to play dead. It drops prone and makes a Bluff check opposed by the attacker's (or any other relevant observer's) Sense Motive check. If it succeeds on this check, the observer assumes it is dead. If it subsequently rises and attack him in the same round, he loses any attack of opportunity he might have been entitled to against the lamentisk, and he loses his Dexterity bonus to AC against the first attack that it makes. It can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.
Attack bonus +14 melee, damage 1d8+8. A lamentisk can attack a grappled foe with both claws at no penalty.
A lamentisk that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 4d6+12 points of damage.
: Caster level 12th. Save DC's are Charisma-based.
At Will - Curse Water, Dancing Lights, Obscuring Mist, Tree shape
3/day - Flesh to Mud, Mud to Flesh, Solid Fog
A lamentisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.