CE Medium fey (thane, water)
Init +7; Senses low-light vision; Perception +19
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 105 (10d6+70)
Fort +10, Ref +16, Will +13; +2 vs. illusion
DR 10/cold iron; Immune aging, cold, disease, fire, poison; SR 21
Speed 30 ft., swim 60 ft.
Melee trident +12 (1d8+2), slam +7 (1d6+1)
Special Attacks favored terrain (as a 4th-level ranger, aquatic +2), water fist
Spell-Like Abilities (CL 10th; concentration +15)
At will—control water, speak with animals
1/day—summon monster VI (water elementals only)
Str 15, Dex 24, Con 24, Int 14, Wis 22, Cha 21
Base Atk +5; CMB +16; CMD 36
Feats Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
Skills Bluff +18, Escape Artist +20, Knowledge (nature) +15, Perception +21, Perform (sing) +18, Sense Motive +19, Stealth +20, Swim +23; Racial Bonus +2 Perception
Languages Aquan, Common, Gnome, Sylvan; speak with animals
Environment any river
Organization solitary or cult (1 plus 2–12 gnome druids)
Unearthly Grace (Su) A river thane adds its Charisma bonus as a deflection bonus to its Armor Class and CMD if it wears no armor.
Water Fist (Su) By slamming its fist into a body of water as a standard action, a river thane can form a fist made of water that attacks any creature within 100 feet of the river thane and 10 feet of the same body of water. The fist attacks as if it were the river thane making a slam attack, and gains a +1 size bonus on damage rolls. Alternately, it can perform an unarmed bull rush, drag, reposition, or trip combat maneuvers, during which it gains a +1 size bonus on its combat maneuver check. After making its attack or combat maneuver, the fist dissolves once more into normal water.