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Erahthi Waterweaver

Erahthi Waterweaver CR 1

XP 400
LN Medium outsider (erahthi, native, plantlike)
Init +2; Senses darkvision 60 ft.; Perception +5


HP 16; EAC 10; KAC 12
Fort +1; Ref +1; Will +4


Speed 30 ft.
Melee survival knife +2 (1d4S)
Ranged tactical semi-auto pistol +4 (1d6+1 P) or Water blast +4 (1d6+5 B)
Offensive abilities water blast (range 90 ft.)
Spell-Like Abilities (CL 1st)

At willpsychokinetic hand, token spell


Str -1; Dex +2; Con +1; Int +0; Wis +4; Cha +1
Feats Improved Combat Maneuver (bull rush, reposition)
Skills Medicine +10, Mysticism +10, Survival +5
Languages Erahthi, Hymnas
Other Abilities camouflage, dermal breathing, treespeech, wood-infused, woodland passage, hydrokinesis
Gear estex suit I, survival knife, tactical semi-auto pistol


Hydrokinesis (Su)

The erahthi Waterweaver can create an amount of water equal to her body mass. While she cannot yet lift this water into the air and control it completely, she can use it to power her water blasts. She can also manipulate the activity of existing small bodies of water and create small currents in larger bodies of water.

Water Blast (Su)

The erahthi Waterweaver can use her hydrokinesis to attack opponents as a full action. She can attempt combat maneuvers with these blasts, up to a range of 60 ft.

Section 15: Copyright Notice

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