Pendidia
A water spirit bound to her spring fights with fists of living water, growing weaker the longer she strays from that source.
A spirit bound to a single spring or pond, Pendidia strikes with fists of living water and hurls watery orbs at anyone who fouls her bonded pool. Stay close to her water and she is nearly impossible to put down.
She has mythic resilience (Ref and Will).
In play
Water Dependent — Pendidia is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water.
Watery Healing (healing, primal, vitality) — For every 10 minutes Pendidia spends soaking in her bonded body of water, she regains 45 Hit Points.
Level 10
Perception +20 · Senses low-light vision · Languages Common, Elven, Fey, Thalassic · Skills Acrobatics +18, Athletics +12, Diplomacy +20, Nature +22, Stealth +22, Survival +20
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +7 | +5 | +3 | +4 | +7 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 30 | +16 | +22 | +18 |
HP 175 · Resistances fire 10 · Weaknesses cold iron 10
Speed 25 feet, swim 50 feet
Actions
- Melee Aqueous fist [Single Action] +23 (Agile, finesse, magical, water), Damage 4d8 bludgeoning
- Melee Water orb [Single Action] +23 (range 60 ft, Magical, water), Damage 4d8 bludgeoning