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FuathCreature 1

Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages Aquan
Skills Acrobatics +7, Deception +4, Nature +6, Lore +6, Stealth +7, Thievery +7
Str +1, Dex +4, Con +2, Int +1, Wis +3, Cha -1

AC 17; Fort +5; Reflex +9; Will +6;
HP 18
Speed 20 feet (swim 30 feet)
Weaknesses Coldiron 2, Fire 2

Claw One Action +9 (+5, +1) to hit (agile, finesse) 1d6 + 1 Slashing
Dart One Action +9 (+5, +1) to hit (agile, range increment 20) 1d4 + 1 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Vulnerable to Sunlight

A fuath becomes Drained 1 (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight.

Being submerged in more than a foot of water prevents the sunlight from harming the fuath.

Viscous Choke Two Actions (conjuration, primal, water)

Frequency once per day

Effect The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 reflex save or begin to choke and must hold their breath to avoid drowning.

The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.)

Primal Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Prestidigitation
1st Level: Create Water, Sleep

Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and soil provisions. Once the ship founders, the fuaths return to indulge their craving for land-raised flesh. While fuaths prefer to take their prey asleep, they save a terrible doom for sailors who attack them, surrounding the mariners' faces in magically congealed water to drown them where they stand.

Constantly dripping with water, fuaths have seahorse-like faces, seaweed‑green fur over yellow skin, and wicked lobster claws for hands. Lacking the Undercommon tongue, they have trouble relating to other gremlins aside from hanivers, but revere sea hags and evil aquatic fey.

Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.



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.


Creatures of the First World are called the fey.