Sightless Sea Sailor (Urdefhan Swashbuckler 1)

The smell of brine mingles with the sickly stench of uncured leather that surrounds this ferocious buccaneer.

Sightless Sea Sailor CR 4

XP 1,200
Urdefhan swashbuckler 1
NE Medium outsider (native)
Init +3; Senses darkvision 120 ft.; Perception +6

DEFENSE

AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
hp 31 (4 HD; 3d10+1d10+9)
Fort +5, Ref +8, Will +3
DR 5/good or silver; Immune death effects, disease, fear, level drain; Resist acid 10; SR 15

OFFENSE

Speed 30 ft.
Melee mwk rhoka sword +10 (1d8+4/18–20), bite +3 (1d4+2)
Ranged mwk dagger +9 (1d4+4/19–20)
Special Attacks blood drain (1 Con), deeds (derring-do, dodging panache, opportune parry, riposte), panache (4), Strength damage
Spell-Like Abilities (CL 3rd; concentration +7)

At willfeather fall
3/dayalign weapon, death knell (DC 15), ray of enfeeblement (DC 15)

STATISTICS

Str 19, Dex 16, Con 15, Int 16, Wis 15, Cha 18
Base Atk +4; CMB +8; CMD 21
Feats Slashing Grace, Weapon Focus (rhoka sword)
Skills Acrobatics +10, Bluff +11, Diplomacy +10, Intimidate +11, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +6, Profession (sailor) +9, Ride +7, Sense Motive +9, Swim +11
Languages Aklo, Dwarven, Infernal, Undercommon, +1 additional
SQ daemonic pact, swashbuckler finesse
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of jump; Other Gear eel hide studded leather, masterwork dagger, masterwork rhoka sword

ABOUT

Urdefhan culture relies on the forceful maintenance of authority, and many of the urdefhans’ farthest-flung conquests see brutal enforcement of their will. Many urdefhans crew ocean-going vessels for their people, treading a thin line between marines and pirates. Their crimson-sailed ships ply the sea to impose daemonic law on foreign shores, press other sailors into service—albeit briefly before working or torturing them to death—and sink any vessel that shows the audacity to resist being boarded and “inspected.” Inclined as they are towards suffering (both their own and that of others), some independent urdefhans also sail the seas as freebooters or traders, but only the most depraved, strongest, and most foolhardy of other races would dare sign on with such a grotesque crew.

Thanks to their years spent on rolling decks and in tight quarters, urdefhan sailors are faster and more dexterous than the landlubber soldiers of their empire, and all the more vicious and desperate in battle for their lack of overwhelming reinforcements. Their vessels, which are freely traded between urdefhans whenever they find port, are floating sanctuaries of disease and torture and are chronically under-supplied. Crew members eat only by claiming the cargo and passengers aboard the enemy ships they raid; conveniently, to the urdefhans, everyone is an enemy. When these stolen supplies run dry, crew members readily devour the flesh of weaker shipmates to continue their grim voyages of theft, conquest, and slaughter.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.

scroll to top