Culdewen
CREATURE 7Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch-the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a "fish." Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine-an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever.
A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a "fish" gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat.
A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey-typically being lost in the water or consumed by aquatic creatures-and can be recovered only by a Wish spell or similarly powerful magic.
A creature struck by the culdewen's fish hook is skewered, taking 1d4 bleed as long as the hook remains stuck in it. The fish hook can be removed if a creature Escapes (DC 25 Athletics), pulling it free.
While hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen's curse above).
The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an Athletics check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success).
The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of Mariner's Curse and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day.