Air Goldfish and Generic Air Fish Swarm
Air Goldfish Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 3d10+3 (19 hp)
Initiative: +2
Speed: Swim 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +3/–
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Flight, humidity dependent, immune to weapon damage, low-light vision, scent, swarm traits
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 6
Skills: Listen +6, Spot +6, Swim +3
Feats: Alertness, Toughness, Hover (B)
Environment: Warm aquatic
Organization: Solitary, flight (2-4 swarms), or school (5-20 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Air Goldfish
Diminutive Magical Beast
Hit Dice: ¼d10 (1 hp)
Initiative: +2
Speed: Swim 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Flight, humidity dependent, low-light vision, scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +3
Feats: Alertness, Hover (B)
Environment: Any warm land
Organization: Solitary or shoal (2–20)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
A miniature, carp-like fish swims in the air.
Air goldfish are one of the most numerous types of air fish, occasionally gathering in large enough numbers to form swarms. These fish are omnivorous, hearty and breed rapidly, so are easy to raise in captivity either as food animals or decorative pets. They are usually kept in birdcages or aviaries. Air goldfish may be a significant prey animal in the wild.
An air goldfish looks just like an ordinary goldfish. All air goldfish are brown when hatched, but change color when they reach adulthood. Wild air goldfish are the color of dead leaves (dull browns, yellows or reds), while most domestic varieties have been bred to become brightly colored adults (golden, orange, ruby, white, jet black or some combination of those colors). Some of these domesticated fish have escaped captivity to form colorful schools of feral fish. Air goldfish breeders have also created rare varieties with extremely peculiar shapes (bug eyes, bent tails, oversized fins, et cetera); such 'sports' are unable to survive in the wild.
A typical air goldfish is 6 to 8 inches long and weighs a few ounces.
COMBAT
Air goldfish are inoffensive animals. These fish will eat almost anything, but avoid moving creatures larger than themselves. In normal circumstances, air goldfish always try to flee from threats. They only attack dangerous creatures, such as adventurers, if compelled to by magic or other abnormal influences.
Flight (Ex): An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall effect (as the spells) with personal range.
Humidity Dependent (Ex): If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air fish with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air fish can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour.
Skills: An air goldfish 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.
Air Goldfish Swarm
A starving air goldfish swarm may attack creatures as large as humans. They can bite with enough mouths to do significant damage.
Distraction (Ex): Any living creature that begins its turn with an air goldfish swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Generic Air Fish Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 5d10+3 (30 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +5/–
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, flight, humidity dependency, scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +5, Spot +5, Swim +4
Feats: Hover (B), Toughness, Weapon Finesse
Environment: Any warm land
Organization: Solitary, flight (2-4 swarms), or school (5-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
COMBAT
Flight (Ex): An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall effect (as the spells) with personal range.
Humidity Dependent (Ex): If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air fish with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air fish can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour.
Distraction (Ex) : Any living creature that begins its turn with an air fish swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: An air fish swarm 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.