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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>

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