Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
-2 status to all saves vs. curses
Ability
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.
Ability
Hooked
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), pulling it free.
Ability
Land the Fish
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).
Ability
Reel In
(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).
Ability
Swear
(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.
Offense
Melee
Circumstance: combat round (melee)
fish hook +17 [+12/+7] (trip), Damage 2d10+7 piercing plus hooked
Offense
Ranged
Circumstance: combat round (ranged)
fish hook +18 [+13/+8] (thrown 30 feet), Damage 2d10+7 piercing plus hooked
Trait
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.
Trait
Fey
Creatures of the First World are called the fey.
Item
fish hook
oar (functions as mace)
Language
Aquan
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 5