Gillman (3.5e Creature)

The Gillmen are a mysterious race that live beneath the waters. They lurk in hopes of attacking swimmers, fishermen, and small ships. Evidence suggests they are attracted to humanoid women in white.

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Gillman
Size/Type: Medium Monstrous Humanoid
Hit Dice: 4d8+7 (25 hp)
Initiative: 1
Speed: 20 ft., swim 40 ft. (average)
Armor Class: 16 (+1 dex, +5 natural), touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: {{{bab}}}/{{{grapple}}}
Attack: 2 claws +4 melee,
Full Attack: Claw 1d6+4,
Space/Reach: 5/5
Special Attacks: Grapple
Special Qualities: Cutting scales
Saves: Fort 5, Ref 2, Will 2
Abilities: Str 18, Dex 13, Con 13, Int 6, Wis 12, Cha 6
Skills: Swim +20, Hide + 8, Search + 4, Move Silently + 8
Feats: Toughness, Track.
Environment: Underwater, Shorelines
Organization: Solitary, School (2d6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Neutral.
Advancement:
Level Adjustment:


Individual Gillmen look like tall humanoid creatures covered with scales. They average 7' in height. They have large, fish-like eyes and webbed hands and feet. Their fingers end in short but deadly sharp claws that can rip through flesh and tissue with ease. Their mouths are wide and filled with rows of needle-like teeth. They live in schools, but sometimes an individual is exiled. These outcasts leave the salty sea water behind and find a freshwater lake, lagoon, or river in which to live.

Gillmen speak with a lisping, hissing language that is very difficult for other creatures to match. Many of the sounds they use to communicate are ultrasonic, so men cannot even hear them. No Gillman has ever been known to speak a human tongue.

A Gillman lair is often hidden beneath a coral reef or at the heart of a thick forest of seaweed. They feed on the raw flesh of their victims. They prefer land-dwelling creatures and sea mammals.

COMBAT

The Gillman is not noted for clever tactics and intricate strategies. As a rule, it is a brutal and savage opponent that tears its victims into pieces.

Grapple (Ex): If both claws strike a single opponent, the Gillman has managed to grapple its opponent and drag him along its scales. Attackers who grapple with or are grappled by a Gillman will take 1d6 damage per round. Anyone who enters into unarmed combat will take 1d3 points of damage for each blow he lands on the Gillman.


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