You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
This lithe, androgynous humanoid has unusually colored skin and an otherworldly grace.
Air Veela CR 7
XP 3,200
N Medium outsider (air, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +12
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/magic; Immune electricity; SR 18
Offense
Speed 30 ft., fly 30 ft. (perfect)
Melee mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 electricity), mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 electricity) or
2 slams +14 (1d4+5 plus 1d6 electricity)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—gust of wind, resist energy (electricity only)
3/day—cure serious wounds, suggestion (DC 18)
1/day—ball lightning (DC 19), dispel magic
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Fly +15, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +11, Stealth +15; Racial Modifiers +4 Perform (dance)
Languages Auran, Common
Ecology
Environment any hills or mountains (Plane of Air)
Organization solitary, pair, or troupe (3-6)
Treasure standard (2 mwk daggers)
Special Abilities
Beckoning Dance (Su) As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a DC 21 Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target's turns, she must attempt a Perform (dance) check opposed by the veela's Perform (dance) check. If the target doesn't meet or exceed the veela's result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell (DC 18). Any target of a veela's beckoning dance that exceeds the veela's result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela's cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela's daily uses. Targets that save against a veela's beckoning dance can't be affected by that veela's beckoning dance again for 24 hours. The save DC is Charisma-based.
Elemental Veil (Su) A veela's link to a particular element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an Extra 1d6 points of damage on any successful melee attack. This is electricity damage for an air veela, bludgeoning damage for an earth veela, fire damage for a fire veela, and cold damage for a water veela. In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.
Earth Veela CR 7
XP 3,200
N Medium outsider (earth, extraplanar)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +12
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/adamantine and magic; SR 18
Offense
Speed 30 ft.
Melee mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 bludgeoning), mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 bludgeoning) or
2 slams +14 (1d4+5 plus 1d6 bludgeoning)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—stoneskin (self only), stone call
3/day—cure serious wounds, suggestion (DC 18)
1/day—dispel magic, transmute rock to mud
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15; Racial Modifiers +4 Perform (dance)
Languages Common, Terran
Ecology
Environment any mountains or underground (Plane of Earth)
Organization solitary, pair, or troupe (3-6)
Treasure standard (2 mwk daggers)
Special Abilities
Beckoning Dance (Su) See above.
Elemental Veil (Su) See above.
Fire Veela CR 7
XP 3,200
N Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +12
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/magic; Immune fire; SR 18
Weaknesses vulnerable to cold
Offense
Speed 60 ft.
Melee mwk dagger +13/+8 (1d4+5/19-20 plus 2d6 fire), mwk dagger +13/+8 (1d4+5/19-20 plus 2d6 fire) or
2 slams +14 (1d4+5 plus 2d6 fire)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—resist energy (fire only), scorching ray
3/day—cure serious wounds, suggestion (DC 18)
1/day—dispel magic, fire snake (DC 20)
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +14, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15; Racial Modifiers +4 Perform (dance)
Languages Common, Ignan
Ecology
Environment any warm land (Plane of Fire)
Organization solitary, pair, or troupe (3-6)
Treasure standard (2 mwk daggers)
Special Abilities
Beckoning Dance (Su) See above.
Elemental Veil (Su) See above.
Water Veela CR 7
XP 3,200
N Medium outsider (extraplanar, water)
Init +3; Senses darkvision 60 ft.; Perception +12
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +6
DR 10/magic; Immune cold; SR 18
Offense
Speed 30 ft., swim 30 ft.
Melee mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 cold), mwk dagger +13/+8 (1d4+5/19-20 plus 1d6 cold) or
2 slams +14 (1d4+5 plus 1d6 cold)
Special Attacks beckoning dance, elemental veil
Spell-Like Abilities (CL 9th; concentration +14)
At will—hydraulic push, resist energy (cold only)
3/day—cure serious wounds, suggestion (DC 18)
1/day—cone of cold (DC 20), dispel magic
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (beckoning dance), Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge (any one) +13, Perception +12, Perform (dance) +21, Sense Motive +12, Stealth +15, Swim +17; Racial Modifiers +4 Perform (dance)
Languages Aquan, Common
Ecology
Environment any water (Plane of Water)
Organization solitary, pair, or troupe (3-6)
Treasure standard (2 mwk daggers)
Special Abilities
Beckoning Dance (Su) See above.
Elemental Veil (Su) See above.
Capricious yet alluring, veelas are elemental spirits given shape. On the Elemental Planes, veelas revel in the unbridled energy of the elements from which they draw power. On the other planes, however, they lose some measure of the elemental energy saturating their forms. To compensate for this, they can siphon vitality from other living beings by engaging them in their ancient dances. Veelas typically do this with a creature's permission, leaving partners exhilarated but exhausted. Only in the most dire circumstances does a veela use its dance as a weapon. Those few who can match these elemental spirits' movements might earn a veela's respect and compel it to share some of its beneficial magical powers.
A veela typically stands just under 6 feet tall and weighs approximately 140 pounds.