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Ocean Nomad

Creature 6 — human, humanoid

CrasherFlankerLANDAQUATIC

Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Source: pathfinder-npc-core

Perception +16
Languages common, thalassic
Skills athletics +15, nature +10, Sailing Lore +18, survival +13
Str
+4
Dex
+4
Con
+2
Int
+0
Wis
+3
Cha
+0
Items Trident, Leather Armor, Net
AC 24 Fort +14 Ref +17 Will +11
HP 100
Speed 25 feet, swim 25 feet

Offense

Melee Trident +17, Damage 1d8+10 piercing
Ranged Trident (thrown-20) +17, Damage 1d8+10 piercing
Melee Fist (agile, nonlethal, unarmed) +16, Damage 1d4+10 bludgeoning

Abilities

Master Sailor — Any watercraft the ocean nomad pilots gains a +10-foot circumstance bonus to its Speed and reduces the minimum distance it must move to turn by half. An ocean nomad ignores difficult terrain or uneven ground from a ship's motion.
Practiced Swimmer — When the ocean nomad rolls a success on an Athletics check to Swim, they get a critical success instead.
Strong Lungs — The ocean nomad can hold their breath for up to 10 minutes (100 rounds).
Tidal Pressure (water) —
Stab and Twist

WORKS WELL WITH

AnvilLAND / AQUATICAnvil locks enemies in place while the ocean nomad uses swim speed to reposition for flanking trident strikes.
WeaverLAND / AQUATICWeaver controls terrain and enemy movement while the ocean nomad dominates aquatic zones with superior mobility.
SniperLANDSniper provides covering fire from dry ground while the ocean nomad engages in aquatic melee to prevent encirclement.

PUNISHES

✖ water inexperience
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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