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Gillman, Awakened Agent

Raiment made from monstrous sea creatures conceals the sallow complexion and strange sores of this sickly gillman. Abnormal muscles and joints flex just beneath his flesh.

Awakened Agent CR 11

Source Inner Sea Monster Codex pg. 33
XP 12,800
Gillman sorcerer 12 (Pathfinder RPG Advanced Race Guide 188)
LE Medium humanoid (aquatic)
Init +6; Senses Perception +9


AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural)
hp 66 (12d6+24)
Fort +8, Ref +8, Will +11; +2 vs. non-aboleth enchantments and –2 vs. aboleth enchantments
Defensive Abilities enchantment resistance, unusual anatomy (25%)
Weaknesses water dependent


Speed 30 ft., swim 30 ft.
Melee mithral dagger +5/+0 (1d4–1/19–20)
Special Attacks long limbs (+10 ft.)
Spell-Like Abilities (CL 12th; concentration +17)
8/day—acidic ray (1d6+6 acid)
Sorcerer Spells Known (CL 12th; concentration +17)
6th (3/day)—mass suggestion (DC 22)
5th (6/day)—dominate person (DC 21), feeblemind (DC 21), polymorph (DC 20)
4th (7/day)—black tentacles, charm monster (DC 20), locate creature, scrying (DC 21)
3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 19), greater invisibility, ray of exhaustion (DC 18), tongues
2nd (7/day)—alter self, blur, detect thoughts (DC 19), false life, hideous laughter (DC 18), see invisibility
1st (8/day)—comprehend languages, enlarge person (DC 16), expeditious retreat, hypnotism (DC 17), identify, shield
0 (at will)—acid splash, daze (DC 16), detect magic, light, mage hand, message, read magic, resistance, touch of fatigue (DC 15)
Bloodline aberrant


Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 21
Base Atk +6; CMB +5; CMD 17
Feats Alertness, Combat Casting, Eschew Materials, Greater Spell Focus (divination), Improved Initiative, Iron Will, Spell Focus (divination), Spell Focus (enchantment)
Skills Bluff +18, Intimidate +16, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Perception +9, Sense Motive +1, Spellcraft +15, Swim +7, Use Magic Device +17
Languages Aboleth, Aklo, Aquan, Common
SQ amphibious, bloodline arcana (+50% duration on polymorphs)
Combat Gear potion of bull’s strength, potion of eagle’s splendor, potion of invisibility, potion of nondetection, scroll of mind fog, scroll of teleport, wand of mage armor (12 charges), wand of magic missile (CL 9th, 22 charges), greenblood oil (3 doses); Other Gear mithral dagger, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, silver mirror (1,000 gp)


Environment temperate ocean


Occasionally, the programming locked within a Low Azlanti’s mind triggers in a very overt way. While some fall quickly to violent madness, the most selfaware members of the race quickly realize the meaning of the change within themselves, and some of these gillmen choose to embrace their roles as servants of deep-dwelling masters. The will of the aboleths is ancient, unyielding, and potent enough to reach out to them even across 5,000 years, after all—what mere humanoid could deny such a glorious and timeless master?

Awakened agents gather data about the surface world and use their influence over other Low Azlanti to complete whatever tasks are doled out by their aboleth masters. Many lead cults, ostensibly leading their people in the worship of “hidden Azlanti gods” or “newly risen ocean spirits”—their congregations never realize they bow to the very foes who laid their ancient empire low. Some awakened agents teeter on the brink of madness, never fully understanding the purpose behind their own actions. Others carry out their assignments in the belief that everything they do is absolutely necessary for the well-being of their race—sacrificing the world to guarantee their people a role as favored pets. Aboleths frequently trust these skilled servants with strange and advanced magic, such as the mind-warping masters’ call amulets (see page 29).

Creatures in "Gillman" Category

Awakened Agent11
Ship Scavenger5
Squall Seer9
Wet-House Emissary7