Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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9<br />
Fisherman<br />
Large Outsider (<strong>Aquatic</strong>, Evil, Native)<br />
Hit Dice: 15d8+45 (112 hp)<br />
Initiative: +2<br />
Speed: 40 ft. (8 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 14 (-1 size, +2 Dex, +3 natural),<br />
touch 11, flat-footed 12<br />
Base Attack/Grapple: +15/+24<br />
Attack: Gaff +19 melee (1d6+5/19-20/x3) or<br />
net +16 ranged touch (entangle)<br />
Full Attack: Gaff +17/+12/+7 melee (1d4+5/<br />
19-20/x3) and gaff +17 melee (1d4+2/19-20/<br />
x3) or net +16 ranged touch (entangle)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Fear aura, soul cage<br />
Special Qualities: Darkvision 60 ft.,<br />
deathwatch, sea sense<br />
Saves: Fort +12, Ref +11, Will +14<br />
A fisherman is a humanoid reaching up to ten<br />
feet tall, clad in <strong>the</strong> garb <strong>of</strong> a mundane fisherman. Its<br />
eyes glow with an eerie blue light, and its grizzled<br />
face is usually trimmed with a gnarled beard in<br />
which dwell small crabs, fish and shrimps. All<br />
fishermen seem to be male; no female <strong>of</strong> <strong>the</strong> species<br />
has ever been witnessed by any sailor. <strong>The</strong>y are<br />
powerful creatures that enjoy tormenting seafarers<br />
and work hard to collect <strong>the</strong> souls <strong>of</strong> those who die<br />
at <strong>the</strong> hands <strong>of</strong> <strong>the</strong> sea. At <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> ocean<br />
<strong>the</strong>y may be found tending to devices called soul<br />
cages that look for all <strong>the</strong> world like ordinary lobster<br />
traps, though <strong>the</strong>y are used to imprison <strong>the</strong> spirits <strong>of</strong><br />
<strong>the</strong> drowned. <strong>The</strong> territory <strong>of</strong> a fisherman can extend<br />
over a dozen miles from its lair.<br />
An individual fisherman may tend to as many<br />
as 3d6 soul cages, each containing <strong>the</strong> incarcerated<br />
spirits <strong>of</strong> 1d6 unfortunate sailors, all <strong>of</strong> which have<br />
met <strong>the</strong>ir deaths through storm, shipwreck or some<br />
o<strong>the</strong>r maritime disaster. <strong>The</strong> fisherman always<br />
leaves those slain by intentional violence to wander<br />
<strong>the</strong> depths. <strong>The</strong>y are very competitive with o<strong>the</strong>rs<br />
<strong>of</strong> <strong>the</strong>ir kind but occasionally will swap souls to<br />
enhance <strong>the</strong>ir own collections. Fishermen are also<br />
fond <strong>of</strong> games and gambling and should <strong>the</strong>y be<br />
<strong>of</strong>fered a fair chance <strong>of</strong> odds, may find a wager<br />
impossible to resist. In this way, it may be possible<br />
to bargain for <strong>the</strong> release <strong>of</strong> a soul <strong>of</strong> a companion or<br />
loved one.<br />
Combat<br />
Although <strong>the</strong>y do not <strong>of</strong>ten engage in melee<br />
combat, many have found to <strong>the</strong>ir own detriment<br />
that fishermen are quite skilled. Fighting with a wide<br />
variety <strong>of</strong> maritime tools and weapons, fishermen<br />
favor gaff hooks and nets to ensnare and slay those<br />
162<br />
Abilities: Str 20, Dex 15, Con 16, Int 15, Wis<br />
16, Cha 14<br />
Skills: Bluff +12, Climb +14, Craft (soul cage)<br />
+20, Diplomacy +14, Disguise +2 (+4 acting),<br />
Escape Artist +18, Ga<strong>the</strong>r Information +16,<br />
Intimidate +22, Jump +9, Knowledge (local)<br />
+20, Listen +17, Search +20, Sense Motive<br />
+12, Spot +18, Survival +15 (+17 following<br />
tracks), Swim +20, Use Rope +2 (+4 bindings)<br />
Feats: Athletic, Combat Expertise, Exotic<br />
Weapon Pr<strong>of</strong>iciency (gaff) B , Exotic Weapon<br />
Pr<strong>of</strong>iciency (net), Improved Critical (gaff), Iron<br />
Will, Two-Weapon Fighting<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 9<br />
Treasure: Standard<br />
Alignment: Always lawful evil<br />
Advancement: 16-30 HD (Large), 31-45 HD<br />
(Huge)<br />
Level Adjustment: —<br />
who intrude upon <strong>the</strong>ir habitat. When a fisherman<br />
detects a great storm at sea or is o<strong>the</strong>rwise aware that<br />
sailors are meeting watery deaths, it will rise to <strong>the</strong><br />
surface in order to start collecting as many souls as<br />
it can.<br />
A fisherman’s natural weapons, as well as any<br />
weapons it wields, are treated as evil-aligned for <strong>the</strong><br />
purpose <strong>of</strong> overcoming damage reduction.<br />
Fear Aura (Su): A fisherman radiates a 60foot-radius<br />
fear aura as a free action. A creature in<br />
<strong>the</strong> area must succeed on a DC 19 Will save or be<br />
affected as though by a fear spell (caster level 15th).<br />
A creature that successfully saves cannot be affected<br />
again by <strong>the</strong> same fisherman’s aura for 24 hours. <strong>The</strong><br />
save DC is Charisma-based.<br />
Soul Cage (Su): By simply constructing a<br />
lobster cage out <strong>of</strong> <strong>the</strong> debris that floats to <strong>the</strong> bottom<br />
<strong>of</strong> <strong>the</strong> ocean, a fisherman may craft a soul cage. <strong>The</strong><br />
soul cage is a magical construction that, through its<br />
crafting, has been enchanted with a trap <strong>the</strong> soul<br />
spell (caster level 15th). This allows <strong>the</strong> cage to<br />
function as ei<strong>the</strong>r version <strong>of</strong> <strong>the</strong> spell, and can affect<br />
as many creatures as <strong>the</strong> fisherman has Hit Dice.<br />
When <strong>the</strong> fisherman is using <strong>the</strong> cage as a part <strong>of</strong> a<br />
spell completion, affected creatures must succeed on<br />
a DC 19 Will save to avoid being affected. <strong>The</strong> magic<br />
<strong>of</strong> a soul cage will only function for a fisherman and<br />
<strong>the</strong> souls remain trapped for as long as <strong>the</strong> fisherman<br />
wishes and remains in <strong>the</strong> material world. Only upon<br />
<strong>the</strong> death <strong>of</strong> <strong>the</strong> fisherman may <strong>the</strong> trapped souls be<br />
released. <strong>The</strong> save DC is Charisma-based.<br />
Deathwatch (Su): This ability functions like<br />
<strong>the</strong> deathwatch spell (caster level 15th), except that<br />
it is always active and <strong>the</strong> fisherman always knows<br />
how near death all creatures within range are. <strong>The</strong>