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Tiderunner AquamancerCreature 13


UncommonNMediumAmphibiousAzarketiHumanoid
Source Pathfinder #161: Belly of the Black Whale
Perception +27
Languages Aklo, Aquan, Common
Skills Lore +26, Arcana +26, Diplomacy +19, Medicine +23, Lore +26
Str +0, Dex +5, Con +3, Int +5, Wis +4, Cha +0

AC 34; Fort +22; Reflex +26; Will +25; +1 status to all saves vs. enchantments, -2 to all saves vs. aboleth effects
HP 190
Speed 25 feet (swim 30 feet)

spear One Action +21 (+16, +11) to hit (magical, thrown 20) 2d6+3 Piercing
spear One Action +24 (+19, +14) to hit (magical, thrown 20) 2d6+3 Piercing

Water Shield

The aquamancer is surrounded by a bubble of water that buffers attacks. Each round, the shield absorbs the first 25 damage that would be dealt to the aquamancer. The shield can absorb only bludgeoning, piercing, slashing, acid, cold, and fire damage types. The aquamancer can dismiss or raise their shield by spending a single action.


Arcane Prepared Spells (DC 34, +26 to hit)

Cantrips (7th Level): Acid Splash, Detect Magic, Light, Ray of Frost, Shield
1st Level: Grease, Hydraulic Push, Mage Armor
2nd Level: Acid Arrow, Water Walk
3rd Level: Haste, Slow, Stinking Cloud
4th Level: Fly, Hydraulic Torrent, Solid Fog
5th Level: Cone of Cold, Wall of Ice
6th Level: Disintegrate
7th Level: Spell Turning



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Azarketi

Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.