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Azarketi Crab CatcherCreature 0


MediumAmphibiousAzarketiHumanoid
Source Pathfinder Monster Core
Perception +6
Languages Common, Alghollthu
Skills Lore +4, Athletics +4, Diplomacy +3, Nature +3, Stealth +5, Survival +5
Str +2, Dex +3, Con +2, Int +0, Wis +1, Cha +1

AC 16; Fort +6; Reflex +9; Will +3;
HP 15
Speed 25 feet (swim 25 feet)

Dagger One Action +7 (+3, -1) to hit (agile, finesse, versatile s) 1d4+2 Piercing
Dagger One Action +7 (+3, -1) to hit (agile, finesse, thrown 10, versatile s) 1d4+2 Piercing

Hydration

Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they begin to suffocate until returned to water.

Swim Away Reaction

Requirements The azarketi crab catcher is swimming

Trigger The azarketi crab catcher is targeted with an attack and can see the attacker


Effect The azarketi crab catcher gains a +2 circumstance bonus to AC against the triggering attack. After the attack, they Swim 5 feet.


The average azarketi citizen in Absalom makes a living fishing or catching crabs.


Azarketis, also known as gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. Descendants of the ancient Azlanti, the azarketis survived the cataclysm of Earthfall by fleeing into the ocean, where they were warped into amphibious forms by the alghollthu.


Traits

Common

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.

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.

Azarketi

Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. Azarketi are an offshoot of humans adapted to live in aquatic communities. They have gills, webbed digits, and small fins, and they can survive in or out of water.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.