Any creature that starts its turn in water takes 2d6 acid damage.
- Catch a Big One.
Summon 3d4 Zombie Minions (1d4 on hit: grappled (escape DC 10), immune to acid) within Reach: 2.
The fishing man is a spectre that occupies ponds, lakes, or other bodies of water. Whenever something stays near the water too long - perhaps by fishing, enjoying a nice day at the lake, or exploring an underwater dungeon - he may appear.
His victim will eventually find that it has gotten very foggy while they weren't paying attention. Then, when they attempt to leave, they will find themselves unable (even via magic and teleportation). When they return to the water, it will have gone foul and they'll find a man fishing in a small boat near a dock (that may not have been there previously).
The man will not attack them first, but he is why his victims are stuck there. He will not respond to anything his victims say or acknowledge their existence, only responding if they try to touch or attack him. And his only response is to reel in his neverending army of zombies and run away. His digestive water trait only deals damage if the party is fighting him. Otherwise, they can explore the (very gross) water without harm (the zombies underwater may attack, of course).
Each fishing man has a reason he is stuck haunting his waters. Perhaps he was murdered and his body is left unburied at the bottom of the water, or evidence of some great crime can be found buried below. No matter the cause, players should have to dive into the foul water to discover it, and if they right the wrong that forced the fishing man into this position, he will free them.
They may also free themselves by killing him.