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Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch—the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a “fish.” Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine—an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever.

A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a “fish” gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat.

Recall Knowledge - Fey (Nature): DC 23

CuldewenCreature 7

Source Bestiary 2 pg. 57
Perception +15; low-light vision
Languages Aquan, Common, Sylvan
Skills Athletics +16, Deception +16, Intimidation +14, Nature +12, Sailing Lore +14, Stealth +15, Survival +16
Str +4, Dex +5, Con +1, Int -1, Wis +2, Cha +4
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.
Items oar (functions as mace), fish hook
AC 25; Fort +14, Ref +18, Will +13; –2 status to all saves vs. curses
HP 105; Weaknesses cold iron 5
Speed 40 feet, swim 40 feet
Melee Single ActionSingle Action fish hook +17 [+12/+7] (trip), Damage 2d10+7 piercing plus hookedMelee Single ActionSingle Action oar +17 [+12/+7] (shove), Damage 2d6+7 bludgeoningRanged Single ActionSingle Action fish hook +18 [+13/+8] (thrown 30 feet), Damage 2d10+7 piercing plus hookedHooked 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 only if a creature spends an Interact action and succeeds at a DC 25 Athletics check to pull it free.Land the Fish Single ActionSingle Action 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. 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).Reel In Single ActionSingle Action (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).Swear Single ActionSingle Action (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.

Sidebar - Additional Lore The Curse of Crawley Jack

The damnable curse of the culdewen traces back to the First World, when a bitter old culdewen named Crawley Jack poached a fish from the pool of a powerful fey noble. Short of temper and feeling vindictive, the noble doomed Crawley Jack's people to never consume another fish again. Yet their desire to eat fish never diminished. The curse's punishment is exacted in endless creative ways. A culdewen's catch might be rescued by merfolk, stolen by skum, eaten by nipping sharks, or carried away on a piece of driftwood when the culdewen's boat is destroyed in a storm or shipwreck.