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    Gillman

    A handsome, well-formed man walks out of the waves, the gill slits on the side of his neck flexing.

    Gillman CR 1/3

    XP 135
    Gillman warrior 1
    N Medium humanoid (aquatic)
    Init +1; Senses Perception +2

    DEFENSE

    AC 11, touch 11, flat-footed 10 (+1 Dex)
    hp 6 (1d10+1)
    Fort +3, Ref +1, Will –1; +2 vs. enchantment
    Weaknesses water dependent

    OFFENSE

    Speed 30 ft., swim 30 ft.
    Melee spear +2 (1d8+1)
    Ranged light crossbow +2 (1d8+1/×3)

    STATISTICS

    Str 12, Dex 13, Con 13, Int 9, Wis 8, Cha 10
    Base Atk +1; CMB +2; CMD 13
    Feats Skill Focus (Perception)
    Skills Perception +2, Swim +13
    Languages Aboleth, Common
    SQ amphibious

    SPECIAL ABILITIES

    Enchantment Resistance (Ex)

    Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

    Water Dependent (Ex)

    A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

    Image used by permission of Purple Duck Games.

    Editor's Note

    A light crossbow does not gain a damage bonus from high Strength.  The Ranged line should read:  light crossbow +2(1d8/x3).

    GM's are encouraged to use this corrected stat.