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Shellycoat

Image © Andrew L. Paciorek. Accessed at the Strange Lands website here
Image © Andrew L. Paciorek. Accessed at the Strange Lands website here

This small man-like creature has slick skin and a vaguely frog-like cast to its bearded face. It wears a suit of jangling armor made from hundreds of seashells.

Taken from the Creature Codex

Shellycoats are incorrigible pranksters native to salt marshes, estuaries and rivers. Although they do not have malicious intentions towards other creatures, their hazardous homes and inability to remember that humans can’t breathe water may cause their jokes to turn deadly. As such, they are still shunned and distrusted by swamp-folk, and many small children have been warned about murderous little men in the water.

Shellycoats are opportunistic omnivores with a diet of fish, mollusks, berries, tubers and eggs. They are highly gregarious creatures, enjoying both the company of their own kind and other aquatic fey. A shellycoat will happily share gossip and trivia with a passing mortal, although the mortal will likely have to put up with such humiliations as being sent on a wild goose chase pursuing illusions followed by a quick dunk in the water. Females differ from males only in having patchier beards.  A shellycoat stands about three feet tall and weighs fifty pounds.

Shellycoat           CR 1
XP 400
CN Small fey (aquatic)
Init 
+2; Senses low-light vision, Perception +4
Defense
AC 
16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor)
hp 
10 (3d6)
Fort 
+1, Ref +5, Will +1
DR 5/cold iron; SR 12
Offense
Speed 
20 ft., swim 40 ft.
Melee 2 claws +1 (1d4-1)
Ranged water spray +4 touch (1d6 nonlethal plus push)
Special Attacks clatter,push (5 ft.)
Spell-like Abilities 
CL 3rd, concentration +4
At will—dancing lights, ventriloquism (DC 12)
1/day—cause fear (DC 12), entangle (DC 12), hideous laughter (DC 13), minor image (DC 13)
Statistics
Str 
9, Dex 15, Con 11, Int 10, Wis6, Cha 12
Base Atk 
+1; CMB +2; CMD 11
Feats 
Agile Maneuvers, Point Blank Shot
Skills 
Bluff +7, Escape Artist +8, Knowledge (nature) +6, Perception +4, Stealth +12, Swim +13
Languages 
Common,Sylvan
SQ 
amphibious, shell armor
Ecology
Environment 
temperate marshes and aquatic
Organization 
solitary, pair, clutch (3-6) or gang (8-16)
Treasure 
standard
Special Abilities
Clatter (Ex) 
As a swift action, a shellycoat can jangle its shell armor to create a distracting noise. Any creature within 10 feet of a clattering shellycoat must succeed a DC 12 Will save or be dazzled for 1 round. This is a sonic effect. The save DC is Charisma-based. This effect is an ability of the shellycoat, not its armor.
Shell Armor (Ex) 
A shellycoat’s characteristic shell armor grants it a +3 armor bonus to AC but does not count as armor for the purposes of maximum speed, maximum Dexterity bonus, armor check penalty or arcane spell failure.This armor does not function for any creature except the shellycoat that made it.
Water Spray (Su) 
As a standard action, a shellycoat can spray a blast of high-pressure water from its mouth. Treat this as a ranged touch attack with a range of 40 feet and no range increments.

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