Racial Traits

  • +2 Constitution, +2 Charisma, -2 Wisdom: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed.
  • Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
  • Aquatic: Gillmen are humanoids with the aquatic subtype.
  • Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
  • Amphibious: Gillmen have the aquatic subtype, but can breathe both water and air.
  • Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources.
  • Water Dependent: A gillman's body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
  • Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
20 years +1d6 +2d6 +3d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d8 in. 120 lbs. 2d10x5 lbs.
Female 4 ft. 5 in. +2d8 in.
85 lbs. 2d10x5 lbs.

Gillmen descended from humans hurled into the sea when Earthfall shattered Azlant. Aboleths captured several of these humans and muted them to survive underwater. The gillmen's ancestors were thus saved from extinction, but at a terrible cost: for centuries, they served the aboleths, physically and mentally twisted into the perfect tools of that ancient race.

In time, the aboleths abandoned their fleshwarped servants. Despite their freedom, gillmen still bear the psychic scars of their race's captivity. They face the distrust of others, who often suspect gillmen of ulterior agendas. They view allies warily, wondering if they, too, want only to use the gillmen for their own purposes. Gillmen today are leery of everyone—even of their own kind.

Sometimes called Low Azlanti, gillmen appear human at first glance, but the gills on their neck and their vibrant purple eye color give them away. Gillmen have soft, delicate skin in shades of pearly white, peach, salmon, or sandy brown. Their hair is often dark brown or black, but for some it takes on the colors of the sea, and they have thick, expressive eyebrows. Gillmen are physically bound to the sea; they must submerge themselves in water at least once a day or their skin dries and cracks, their organs begin to fail, and they eventually die.

When associating with others, gillmen prefer the company of their own kind, though they sometimes consort with humans or merfolk, usually as traders or messengers. Rumors persist that some gillmen still serve aboleth masters willingly, moving among coastal regions as spies and saboteurs. The discovery of these agents perpetuates the pervasive belief that all gillmen are—knowingly or unknowingly—thralls to aboleth masters.


Though small gillman communities exist underwater, most gillmen operate independently or in small family groups. They share no overreaching racial goals or desires, banding together solely for survival. Each gillman has unique experiences and motivations that may lead to an adventuring life. Although gillmen are slow to make friends with other races, they are nonetheless a stable addition to any group of adventurers.

Some gillmen are unable to let go of their race's past. These adventurers follow rumors of aboleth activity and seek out villains that serve the deep-sea masters. They also pursue powerful allies and artifacts to aid them against the aboleth menace. Gillman adventurers quest for information on why the aboleths first created the gillmen, what purpose the gillmen were intended to fulfill, and why the aboleths gave up their thralls. These gillmen hope to ascertain their history so that it can be put to rest, allowing their people to begin building a unified future.


The following racial traits may be selected instead of existing gillman racial traits. Consult your GM before selecting any of these new options.


The following options are available to all gillmen who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.


The following racial archetype is available to gillmen.

Gillman Equipment

Gillmen have access to the following equipment.


A sea-knife is a long-handled weapon with a short blade. It is designed to be strapped to the ankle or foot of the wielder, pointing downward and jutting out beyond the wearer's leg. Donning or removing a sea-knife is a full-round action. The wearer cannot use a leg with a sea-knife strapped to it for walking or running. A sea-knife can be used as a light melee weapon when the wielder is swimming, flying, or prone. This allows the wielder to use a two-handed weapon, or wield a weapon with one hand and carry a shield, and still make off-hand attacks with the sea-knife. Attacks made with a sea-knife take a -2 circumstance penalty on attack rolls in addition to all other attack penalties.

Sea-knife 8 gp 1d3 1d4 19-20/x2 — 1 lb. S —

Gillman Spells

Gillmen have access to the following new spell.