Arth WilturCreature 9
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +16 (low light vision)
Languages Common
Skills Lore +15, Lore +15, Athletics +18, Deception +18, Intimidation +20, Nature +16, Survival +16
Str +5, Dex +6, Con +2, Int +0, Wis +3, Cha +5
AC 27; Fort +15; Reflex +21; Will +18; –2 status penalty to all saves vs. curses
HP 130
Speed 40 feet (swim 40 feet)
Weaknesses Cold Iron 10
Fish Hook
+20 (+15, +10) to hit (trip) 2d10+11 PiercingOar
+20 (+15, +10) to hit (shove) 2d8+11 BludgeoningFish Hook
+21 (+16, +11) to hit (thrown 30) 2d10+11 Piercing–2 Status Penalty to All Saves vs. CursesHooked
A creature struck by Arth's fish hook is skewered, taking 1d4 persistent,bleed damage as long as the hook remains stuck. A creature can [/act escape dc=28] from the hook.
Humiliate the Fish
Requirements A creature is hooked by Arth's fish hook and adjacent to Arth
Effect Arth yanks the hook free, causing 4d8 slashing damage to the creature (DC 28 fortitude save), who also falls Prone if they fail that Fortitude save.
Reel In
(manipulate)Arth pulls the rope attached to his hook. If he has no creature hooked, the fish hook returns to his hand. If a creature is hooked, Arth 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
(auditory, curse, primal)Arth unleashes a string of invectives. Each creature that hears him must attempt a DC 28 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 24 hours.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn 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.
FeyCreatures of the First World are called the fey.