Archives of Nethys

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Template Grafts | Universal Monster Rules


Glaiad

Source Starfinder #35: Merchants of the Void pg. 58

Glaiad CR 6

XP 2,400
CN Medium fey
Init +3; Senses low-light vision; Perception +13

Defense

HP 75
EAC 17; KAC 18
Fort +7; Ref +7; Will +9
Defensive Abilities void adaptation; DR 5/cold iron; Immunities cold
Weaknesses ring dependent

Offense

Speed 30 ft.; particle step
Melee iceblade +9 (1d8+6 C & S)
Ranged ice shards +11 (1d10+6 C & P; critical bleed 1d6)
Offensive Abilities storm of shards (20-ft. burst, 7d6 C, DC 16, usable every 1d4 rounds)
Spell-Like Abilities (CL 6th; melee +9)
1/day—daze monster (DC 18), song of the cosmos (DC 18)
3/day—charm person (DC 17), life bubble, mystic cure (1st level)
At will—dancing lights, hazard (DC 16, cold only)

Statistics

STR +0; DEX +3; CON +0; INT +1; WIS +2; CHA +5
Skills Diplomacy +13, Life Science +18, Survival +13
Languages Common, Sylvan
Other Abilities particle mastery

Ecology

Environment space (planetary rings)
Organization solitary

Special Abilities

Ice Shards (Su) As a ranged attack, a glaiad can magically conjure and fling sharp shards of ice with a range increment of 40 feet. On a critical hit, a shard also deals 1d6 bleed damage.
Particle Mastery (Su) A glaiad creates temporary areas of gravity along their bonded ring system. As a standard action, a glaiad can control the composition of the rings within 1,000 feet of them, creating a surface solid enough to walk upon or dispersing the particles. They can also determine the strength of gravity relative to the rings in the affected area. These effects last until the glaiad leaves the area or spends another standard action to change them.
Particle Step (Su) As a standard action, a glaiad can teleport to any other particle of their ring system within sight as long as the destination particle is at least the size of the glaiad’s space. They can’t take any other creatures with them, but they can teleport objects they’re currently carrying.
Ring Dependent (Su) A glaiad is mystically bonded to the rings of a single planet or moon and must never travel further from those rings than the surface of the planet they orbit; if they do, they immediately become sickened. A glaiad that remains out of range of their rings gains 1 negative level for each day they remain separated. A glaiad can forge a new bond with a new ring system by performing a 24-hour ritual while in physical contact with the new ring system.
Storm of Shards (Su) A glaiad can gather and hurl razor shards of ice from their ring system in a 20-foot burst at a range of 100 feet as a standard action. Each creature within the area takes 7d6 cold damage (Reflex DC 16 half). The glaiad must wait 1d4 rounds for the particles of the ring system to disperse and redistribute before creating another storm of shards.

Description

A glaiad belongs to the nymph family: fey with deep intrinsic bonds to a particular feature of nature. Ancient legends told only of dryads, naiads, and similar creatures tied to terrestrial features—but in those days, few knew of the nymphs who forged their bonds not with a single tree or river, but with the glorious ring systems surrounding a distant planet or moon. Like most nymphs, glaiads fiercely protect their bonded ring systems, defending them at all costs. This position has drawn some glaiads into diplomatic contact with other peoples while working to preserve their homes; however, others have become embittered and violent, feeling that’s their only recourse against unbridled disruption of their bonded planets.

Although it might seem difficult—if not impossible—for a single creature to look after something that stretches for thousands of miles, a glaiad’s bond with their ring grants them the ability to teleport from one particle in it to another in a matter of seconds, allowing them a wide range of movement.