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The Fisher




"Some folks think the Fisher be one of those triton folks, others that he be blue o' skinned cause he drowned. It's hard to tell with an apparition sometimes. Especially one with sodden flesh hanging from coral-mired bones. The only thing for sure is this fella's looking to catch living souls, not fish.

Legend goes that he loved another fella, a lighthouse keeper, and they met in secret where water meets the land. Unfortunate thing was that the lightkeeper loved drink just as much as the fisherman. Perhaps more so. One day the wickie took a header and smashed on the rocks. Drowned there, poor sod.

The Fisher wailed when he found his lover's corpse. Folks drawn to the sound, though, figured they'd stumbled on a murder instead of an accident. Figure they didn't fancy the dalliance the two enjoyed. They ended up chaining the fisherman to a sea-side rock at low tide and set the wickie's corpse in front of him. Poor bastard got to watch crabs and gulls feast on the lightkeep first before they started pecking on him. They say the Fisher was still suffering as the water rolled in. Weren't a corpse there when the tide rolled back out. Folks didn't think no more of it.

That was until the men who visited such cruelty turned up drowned on dry land. Then the next time the tide was at the highest the Fisher wiped that village off the map. His vengeance didn't stop there. Don't suppose it ever will. Never know where along the coast he might pop up when the tide be high."

-Fossor Carvilius Graeme

The Fisher

Medium undead, chaotic evil

Armor Class 12

Hit Points 76 (12d8 + 22)

Speed 0ft

Flight 30ft (hover)

Swim 40ft

Str 7 Dex 14 Con 14 Int 10 Wis 12 Cha 17

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Damage Immunities Cold, Necrotic, Poison

Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Senses darksight 60ft, passive Perception 11

Languages common, primordial

Challenge 7 (2900 XP)

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting:

The fisher’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). it can innately cast the following spells, requiring no material components::

At will: Fog Cloud, Ice Knife, Gust of Wind

1/day each: Tidal Wave, Wall of Water

Actions

Ghost Tide:

Melee Spell Attack: +6 to hit, reach 15ft., one target. Hit: 10 (2d6+3) necrotic damage and 7 (2d6) cold damage. The target must make succeed on a DC 14 Strength check or be knocked prone.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Fish Gut (Recharge 6).

The fisher targets a creature it can see within 30ft. That creature must succeed on a DC 14 Constitution save or explosively vomit a swarm of quippers and be sickened until the end of their next turn. The swarm of quippers appears in the creature's square and makes an attack against the creature. At the end of the turn, if the swarm is not in water it dies and dissolves into a puddle of stagnant water.

Actions

Drowning Pool.

If a creature becomes prone within 30ft of the Fisher, the ghost may immediately move to the creature's square. This movement does not provoke opportunity attacks. The creature immediately begins to drown as water cascades off of the Fisher and fills the square. The creature is restrained. As its action, the creature may attempt to break free with a Strength (Athletics) check DC 14. If not, it continues to drown and an adjacent 5 ft. square fills with seawater of the DM's choice. If all adjacent squares to the Fisher are filled with water in this way the DM may then fill any 5ft square adjacent to those squares and so forth. The filling effect ends when the drowning creature dies or escapes. The water evaporates if the Fisher dies or after 1 hour, whichever comes first.

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