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PFS StandardAthamaru

Deep in the sea, schools of athamarus—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few athamarus use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Athamarus developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures.

Athamarus rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance.

Athamaru communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler of a given community is also the primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

AthamaruCreature 3

Medium Aquatic Athamaru Humanoid 
Source Monster Core pg. 30
Perception +9; low-light vision
Languages Common, Thalassic
Skills Athletics +11, Diplomacy +5, Nature +7, Stealth +8, Survival +7
Str +4, Dex +3, Con +0, Int +1, Wis +2, Cha +0
Items crossbow (12 fan bolts), longspear, scale mail
AC 20; Fort +7, Ref +10, Will +9
HP 38
Speed 10 feet, swim 40 feet; smooth swimmer
Melee [one-action] longspear +11 [+6/+1] (reach 10 feet), Damage 1d8+4 piercingMelee [one-action] crossbow +10 [+5/+0] (range increment 120 feet, reload 1), Damage 1d8 piercing plus fan boltCooperative Hunting After the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter's allies makes against the same target gains a +2 circumstance bonus to the attack roll.Fan Bolt The hunter prepares their hooked crossbow bolts with carefully woven seaweed. On a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a –10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC Athletics check, removing the bolt on a success.Hunt Prey [one-action] (concentrate) The athamaru hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the athamaru hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again.Pack Attack The hunter's Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter's allies.Smooth Swimmer The athamaru hunter ignores difficult terrain caused by aquatic terrain features.

All Monsters in "Athamaru"

NameLevel
Athamaru3

Athamaru

Source Monster Core pg. 30
Deep in the sea, schools of athamarus—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few athamarus use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Athamarus developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures.

Athamarus rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance.

Athamaru communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler of a given community is also the primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers.

Sidebar - Locations Xidao

In Tian Xia, the underwater nation of Xidao lies in the shallow gulf between Minkai and the mainland. Though the nation-states that make up Xidao are independent, athamarus comprise the majority of the population and are in charge for all practical purposes. Stone obelisks called trade spires reach above the surface of the gulf to collect offerings from travelers. Athamarus monitor these and guide or trade with those who donate.