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CuldewenCreature 7


CESmallAmphibiousFey
Source Pathfinder Bestiary 2
Perception +15 (low-light vision)
Languages Aquan, Common, Sylvan
Skills Athletics +16, Deception +16, Intimidation +14, Nature +12, Lore +14, Stealth +15, Survival +16
Str +4, Dex +5, Con +1, Int -1, Wis +2, Cha +4

AC 25; Fort +14; Reflex +18; Will +13; -2 status to all saves vs. curses
HP 105
Speed 40 feet (swim 40 feet)
Weaknesses Coldiron 5

Fish Hook One Action +17 (+12, +7) to hit (trip) 2d10+7 Piercing
Oar One Action +17 (+12, +7) to hit (shove) 2d6+7 Bludgeoning
Fish Hook One Action +18 (+13, +8) to hit (thrown 30) 2d10+7 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Culdewen's Curse (curse, enchantment, primal)

A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey-typically being lost in the water or consumed by aquatic creatures-and can be recovered only by a Wish spell or similarly powerful magic.

-2 Status Bonus on Saves vs. CursesHooked

A creature struck by the culdewen's fish hook is skewered, taking 1d4 Persistent Bleed Damage as long as the hook remains stuck in it. The fish hook can be removed if a creature Escapes (DC 25 athletics), pulling it free.

Land the Fish One Action

Requirements A creature is hooked by the culdewen's fish hook and adjacent to the culdewen


Effect The culdewen hoists the creature over their shoulder, as though it weighs no more than a fish. Unless the creature is unable to act, the culdewen must attempt an Athletics check against the creature's Fortitude DC. On a success, the creature is Restrained by the culdewen. Escaping from the restrained condition (DC 25) also allows a creature to remove the hook.

While hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen's curse above).

Reel In One Action (manipulate)

The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an Athletics check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success).

Swear One Action (auditory, curse, enchantment, primal)

The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 will save, with the effects of Mariner's Curse and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day.


Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch-the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a "fish." Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine-an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever.

A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a "fish" gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.