Gillman: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Nubnuber
Created page with "{{dnd-stub}} thumb Do you want you character to be amphibious, but don't want to play as a gross fishperson from the Black Lagoon? Then you should try..."
 
imported>Administrator
m 4 revisions imported
 
(5 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{dnd-stub}}
[[File:Gillman ARG.png|thumb]]
[[File:Gillman ARG.png|thumb]]
Do you want you character to be amphibious, but don't want to play as a gross fishperson from the Black Lagoon? Then you should try '''Gillmen'''. In terms of appearances, they are literally just humans with a pair of gills slapped onto their neck, slightly webbed hands and feet, and black claw-like nails.
Do you want you character to be amphibious, but don't want to play as a gross fishperson from the Black Lagoon? Then you should try '''Gillmen'''. In terms of appearances, they are literally just humans with a pair of gills slapped onto their neck, slightly webbed hands and feet, and black claw-like nails.


On [[Golarion]], they are descendents of Azlanti humans who were fleshwarped by [[Aboleth]]s to survive underwater after their homeland sank.
On [[Golarion]], they are descendents of [[Atlantis#Pathfinder|Azlanti humans]] who were fleshwarped by [[Aboleth|Aboleths]] to survive underwater after their homeland sank.
 
===Statblock===
::+2 Constitution, +2 Charisma, -2 Wisdom
::Medium
::Humanoid (Aquatic)
::Base Land Speed: 30 feet
::Swim Speed 30 feet
::Can move in water without needing to attempt a Swim check, Swim is always a class skill.
::Amphibious: Can breathe air and water equally well.
::Enchantment Resistance: +2 racial bonus on saving throws vs. Enchantment spells and effects.
::Servitor: All gillmen are unwitting slaves of the aboleths, and so even a gillman PC has some orders they are unconsciously compelled to follow. Additionally, their Enchantment Resistance is changed to a -2 penalty against Enchantment spells and effects used by aboleths.
::Water Dependent: Must completely submerse in fresh or salt water once per day. If they fail to do so, they have 4d6 hours to to get submersed or they will die from dehydration.


==Gallery==
==Gallery==
Line 9: Line 20:
Gillman ISR.jpg
Gillman ISR.jpg
Gillman awakened agent ISMC.jpg
Gillman awakened agent ISMC.jpg
Gillman vampire RoA2.png|A gillman vampire
</gallery>
</gallery>
==See Also==
* The [[Aventi]], their [[Dungeons & Dragons 3rd Edition|3.5e]] counterpart.


{{Pathfinder-Races}}
{{Pathfinder-Races}}
[[Category:Mixed Races]]

Latest revision as of 14:12, 21 June 2023

Do you want you character to be amphibious, but don't want to play as a gross fishperson from the Black Lagoon? Then you should try Gillmen. In terms of appearances, they are literally just humans with a pair of gills slapped onto their neck, slightly webbed hands and feet, and black claw-like nails.

On Golarion, they are descendents of Azlanti humans who were fleshwarped by Aboleths to survive underwater after their homeland sank.

Statblock[edit | edit source]

+2 Constitution, +2 Charisma, -2 Wisdom
Medium
Humanoid (Aquatic)
Base Land Speed: 30 feet
Swim Speed 30 feet
Can move in water without needing to attempt a Swim check, Swim is always a class skill.
Amphibious: Can breathe air and water equally well.
Enchantment Resistance: +2 racial bonus on saving throws vs. Enchantment spells and effects.
Servitor: All gillmen are unwitting slaves of the aboleths, and so even a gillman PC has some orders they are unconsciously compelled to follow. Additionally, their Enchantment Resistance is changed to a -2 penalty against Enchantment spells and effects used by aboleths.
Water Dependent: Must completely submerse in fresh or salt water once per day. If they fail to do so, they have 4d6 hours to to get submersed or they will die from dehydration.

Gallery[edit | edit source]

See Also[edit | edit source]

The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi