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Pathfinder

Compendium

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Fuath

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This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears.

Drowners of sailors and sinkers of ships, a fuath (FOO-ah) is a wicked gremlin found in the sea. It climbs aboard ships in the dead of night to sever ropes, bore holes in barrels, soil provisions, and murder any hapless crew it puts to sleep or catches alone. It delights in drowning creatures by surrounding them with magically thickened water, cackling with wicked glee as its victims claw desperately for the air only inches from their mouths.

A fuath wears seaweed, shells, and coral like other creatures wear armor, clothes, and jewelry. Its body is protected by a hard, hunchbacked carapace. It stands less than 2 feet tall and weighs 12 to 15 pounds.

Fuaths don't share a common language with other types of gremlins, though they can pantomime to each other fairly effectively. They have a surprising rapport with other sea creatures, even foul-tempered beasts like reefclaws. Small groups of fuaths lair in sea caves or rocky crevices. Larger groups frequently lay claim to whole sections of ruined ships. Their lairs usually include several trained guard animals. Fuaths prefer the taste of “land-meat” to anything from the sea, and often raid shore and ships to slake their hunger. They adore sea hags to the point of worship.

Special Abilities

Congeal Water (Su) Once per day, a fuath can surround a creature in a thin layer of magically viscous Water As a standard action at a range of 30 feet. A target that fails a DC 10 Reflex save becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. A fuath can use this ability even if there is no source of Water Nearby. The save DC is Charisma-based and includes a +1 racial bonus.

Vulnerable to Sunlight (Ex) A fuath takes 1 point of Constitution damage after every hour it is exposed to sunlight. Water Of a depth of at least 1 foot negates this harmful effect.

Attributes

AC
15, Touch 13, Flat-footed 14 (+1 Dex, +2 Natural, +2 Size)
Alignment
Ce
Base Atk
+0
CMB
1
CMD
7
CR
CR 1
Cha
8
Con
12
Creature Type
Fey (Aquatic)
DR
5/cold Iron
Dex
13
Environment
Any Water
Feats
Improved Initiative , Toughness B , Weapon Finesse B
Fort
+1
HP
7 (1d6+4)
Init
Ce Tiny Fey ( Aquatic ) +5
Int
10
Languages
Aquan
Melee
2 Claws +3 (1d3-2)
Organization
Solitary, Pair, Mob (3-12), Or School (13-20 With 13 Druids Of 1st-3rd Level, 1 Druid Leader Of 4th-6th Level, And 2-5 Reefclaws)
Racial Modifiers
+4 Handle Animal
Ranged
Dart +3 (1d2-2)
Ref
+3
Resist
Cold 10
SQ
Amphibious
Senses
Darkvision 120 Ft., Low-light Vision; Perception +5
Size
Tiny
Skills
Climb +9, Escape Artist +5, Handle Animal +4, Perception +5, Stealth +13, Swim +13, Use Magic Device +3
Special Attacks
Congeal Water
Speed
20 Ft., Climb 10 Ft., Swim 30 Ft.
Spell Resistance
12
Spell-Like Abilities
(Cl 1st; Concentration +0) At Will— Create Water , Prestidigitation 1/day— Sleep (Dc 10)
Str
7
Treasure
Standard (6 Darts, Other Treasure)
Weaknesses
Vulnerable To Fire And Sunlight
Will
+3
Wis
13
XP
400
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