Agnath, Electric |
|
Tiny Animal
(Aquatic)
|
| Hit Dice: 1d8+3 (7 hp) |
| Initiative: +1 |
| Speed: Swim 10 ft. (2 squares) |
| Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15 |
| Base Attack/Grapple: +0/-9 |
| Attack: — |
| Full Attack: — |
| Space/Reach: 2-1/2 ft./0 ft. |
| Special Attacks: Electric discharge |
| Special Qualities: Blindsense 30 ft., low-light vision |
| Saves: Fort +5,
Ref +3, Will +1
|
| Abilities: Str 9,
Dex 13, Con 16,
Int 1, Wis 12,
Cha 2 |
| Skills: Hide +9, Listen +2, Spot +3, Swim +9 |
| Feats: Ability Focus (electric discharge) |
|
| Environment: Warm aquatic |
| Organization: Solitary or school (2-12) |
| Challenge Rating: 1 |
| Treasure: None |
| Alignment: Always neutral |
| Advancement: None |
| Level Adjustment: — |
| |
Slowly paddling along the bottom of the murky shallows is a fish resembling an obese salmon in armor. Its head has a wedge-like shape that it uses to plow into the mud.
Electric agnaths are plodding shallow-water fish in the order known as cephalaspids. Spending most of their time lazily wallowing in the detritus that they pry microbes and shellfish out of, agnaths are rarely seen, and when they are encountered it is usually the result of a careless adventurer stepping on one by mistake.
For all their dopey-looking air of harmlessness, these aquatic bottom-feeders are best left alone due to their hard shells and their capability to create a vicious electrical shock. This electricity is generated from bony ossicles known as electroplaques that are embedded along the length of its spinal armor. The electric agnath is often nicknamed "paladin lighter" due to their increased hazard for any armored warrior trudging through their waters.
An electric agnath is about 1 foot in length and weighs 7 pounds.
COMBAT
When endangered, the first strategy of an electric agnath is to attempt to bury itself in the mud and act like a stone in the detritus. If this doesn't work, it will proceed to violently discharge current from its electroplaques in an attempt to dissuade further provocation.
Electric Discharge (Su): Once per round, an electric agnath can release a jolt of electricity in a 5-foot-radius centered on itself. The shock deals 1d6 points of electricity damage (Reflex DC 15 half). Creatures in metal armor suffer a -4 penalty on their saving throws. The save DC is Constitution-based.
Skills: An electric agnath uses its Dexterity modifier instead of its Strength modifier for Swim checks. An electric agnath has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| |
1991 Wizards of the Coast, Inc. Originally found in Dragon Magazine #176 |