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Gillman Knife Fighter (Gillman Rogue 2)

Gillman Knife Fighter CR 1

XP 400
Gillman rogue 2
CN Medium humanoid (aquatic)
Init +3; Senses Perception +4

DEFENSE

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (2d8+2)
Fort
+1, Ref +6, Will –1
Defensive Abilities evasion
Weaknesses water dependent

OFFENSE

Speed 30 ft., swim 30 ft.
Melee dagger +4 (1d4+1/19–20)
Ranged javelin +4 (1d6+1)
Special Attacks sneak attack +1d6

STATISTICS

Str 12, Dex 17, Con 12, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Skill Focus (Intimidate), Weapon Finesse
Skills Acrobatics +7, Bluff +6, Intimidate +10, Knowledge (local) +5, Perception +4, Perform (Dance) +7, Profession (fisherman) +3, Sense Motive +4, Sleight of Hand +8, Swim +13
Languages Common, +1 additional
SQ amphibious, rogue talents (finesse rogue), trapfinding +1
Gear masterwork chain shirt, daggers (4), javelin

SPECIAL ABILITIES

Water Dependent (Ex)

Gillmen must submerge themselves completely in salt or fresh water at least once every 24 hours or begin to dehydrate. Death claims a gillman after 24 + 4d6 hours without submersion.

Gillmen are avid duelists, but their confrontations are hardly the elegant dances of the brash human nobles. Their ritualized knife fights erupt in bars and back alleys across the docks, and the most flamboyant displays aren’t with blades, but with tongues shocking insults and sexual innuendo fly back and forth to horrify or enrage an opponent into making mistakes. Such encounters are rarely fatal; gillmen traditionally fight to first blood. Afterward, the winner claims a trophy from the loser: sometimes a handkerchief, other times an ear.