The Gillman ("The Monsters Are Our Heroes" Villain)
Today's movie monster build is the Gillman from the 1954 classic "Creature From the Black Lagoon." This monster was also featured in the 1987 film "Monster Squad."
This article uses statistic information based on "The Monsters Are Our Heroes" by Bloat Games.
The Gillman is a piscean humanoid creature that comes from the darkest, deepest depths of the ocean. It was originally encountered in the Amazon during the mid 1950s, when a group of geologists discovered a fossilized hand from a species that combined human and piscean traits dating back to the Devonian period. It was seen as evidence that human can from a species of creature that evolved from ocean beasts.
Returning to the Amazon in an attempt to find the entire skeleton, the diving team drew the attention of the creature that came to be known as the Gillman. This curious creature came to land, and due to its monstrous appearance, as attacked by the locals. It was eventually shot and killed; sinking to the bottom of the Black Lagoon. However, other gillmen continued to appear since then.
One Gillman was captured in 1955 ("Return of the Creature", dir. Tom Hennesy) only to escape a year later ("The Creature Walks Among Us", dir. Don Megowan). Another Gillman was captured in South America in 1962, only to grow attached to a woman serving at its sign language translator and escape with her ("The Shape of Water", dir. Guillermo Del Toro). The last known appearance of a gillman was during a monster attack on Los Angeles in 1987 ("The Monster Squad" dir. Fred Dekker).
Gillmen are not to be confused with the Deep Ones, which are believed to be creatures that started as humans only to devolve into piscean monsters.
Gillman
Evade 15
Hit Points 51 (6 HD)
Armor Points 2 (scaled body)
Str 5, Dex 1, Con 4
Int 0, Wis 2, Cha -2
Luck 5
ATTACKS
Bite: +5 melee attack (2d6+5 piercing damage). This attack can only be made against a Grappled or Helpless target.
Claws: +5 melee attack (2d6+5 slashing damage) and the target is Grappled (escape DC 15). Until this Grapple ends, the target is restrained, and the gillman can’t bite another target.
ABILITIES
Amphibious: The gillman can breathe air and water.
Razor Scales: At the start of each of its turns, the gillman deals 1d6 slashing damage to any creature Grappling it.
Stealthy: A gillman has Advantage on Dexterity (Stealth) checks if it starts its turn in the water.
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