While we await Cleon, I'll throw the next one out there. These may be separate creatures, our may be a template or grouping, so I'm listing 'em all...
Air fish
Shark
CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVEMENT: Fl 24, MC:C
HIT DICE: 5-6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M 4'-5'
MORALE: Fearless (19)
XP VALUE: 5 HD: 270, 6 HD: 420
Piranha
CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Shoal
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 5-30
ARMOR CLASS: 8
MOVEMENT: Fl 6, MC:C
HIT DICE: 1/2
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Swarm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 8"-10"
MORALE: Unsteady (6)
XP VALUE: 15
Ray, Sting
CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVEMENT: Fl 9, MC
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Nil
SIZE: S 5'
MORALE: Unsteady (5)
XP VALUE: 175
Catfish
CLIMATE/TERRAIN: Humid tropical/temperate
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVEMENT: Fl 6, MC:C
HIT DICE: 1-1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 16"-20"
MORALE: Unsteady (6)
XP VALUE: 35
Trout
CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-20
ARMOR CLASS: 9
MOVEMENT: Fl 6, MC:C
HIT DICE: 1-1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 12"-16"
MORALE: Unsteady (7)
XP VALUE: 35
Goldfish
CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-20
ARMOR CLASS: 8
MOVEMENT: Fl 6, MC:B
HIT DICE: 1/2
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 6"-8"
MORALE: Unsteady (5)
XP VALUE: 15
Neon
CLIMATE/TERRAIN: Humid
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 6-120
ARMOR CLASS: 7
MOVEMENT: Fl 3, MC:A
HIT DICE: 1 hp
THAC0: 20
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Obscurement
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 2"
MORALE: Unreliable (4)
XP VALUE: 15
Magically altered for decoration or guard duty, air fish are creatures which can breathe air and fly. They have a natural ability to levitate, and they "swim" through the air by moving their tails and fins.
Habitat/Society: Though air-fish can survive in any damp environment, they prefer forests or other congested areas which offer places to hide. They are comfortable only in humid air, which they need to keep their skins moist. In dry air, they suffer one hit point of damage per hour until dead.
Air sharks, air piranha, and air stingrays make good, if not loyal, guards if captured and confined. Air goldfish and air neons have decorative and pest-killing functions.
Ecology: Air sharks and air piranha are aggressive predators and exist near the top ofthe food chain, having few natural predators. Other air fish are both predator and prey, although air goldfish and air neons have an impact only on insect populations, cutting down especially on mosquitoes and gnats. Most air fish are edible, though air sharks, air catfish, and air trout are the best tasting.
Air fish reproduce by laying eggs or egg sacs. Most lay their eggs on the ground or on plants, though air trout use their tails to dig holes for their thousands of eggs, and air catfish carry their eggs in their mouths, eating nothing for the two-month incubation period.
Air shark: These killing machines are just as dangerous in their new environment as their cousins are in water. Attracted by movement and noise, they swim toward any clamor, attacking moving or wounded creatures. They are also attracted by blood, which they can smell at a distance of 100 yards. If they smell blood, or if they wound their prey, they go into a berserk frenzy, attacking anything that resembles food. Air sharks are large and strong enough to be used as mounts by tiny humanoids, but must be trained from birth.
Air piranha: Merciless and aggressive, these black fish inflict a painful bite with their large teeth. There is a 75% chance that at least one of them will attack any creature that moves nearby. Air piranha can smell fresh blood at a distance of 30 feet, and will move rapidly toward any wounded creature. The smell of blood drives them berserk, and they attack twice per melee round (double their normal attack rate).
Air stingray: These creatures stay within three feet of the ground, blending in with the foliage and giving attackers a - 2 on surprise rolls. If any creature steps on an air-stingray, it lashes out with its tail spine, inflicting 1-3 points of damage; any creature struck must also save versus poison or be paralyzed for 5-20 turns, suffering points of damage equal to the number of turns of paralysis.
Air catfish: These aggressive air fish possess sharp hearing and a well-developed sense of smell. They prefer to eat other air fish, but have tremendous appetites and will also attack other creatures. Air catfish are territorial.
Air trout: These also prefer to eat other air fish, but will attack other small and tiny creatures. If meat is scarce, air trout eat insects and larvae.
Air goldfish: These pretty creatures are brown when hatched, but when they reach adulthood, they turn red, black, white, orange, or some combination of these colors. They will eat almost anything, but avoid pursuing creatures larger than themselves.
Air neon: The beautiful air neons, with iridescent blue stripes along their red-orange bodies, were created for decoration. They have no effective attack on creatures larger than themselves. They eat insects and seeds. Air neons are skittish, fleeing from loud noises or quick movements, but are not threatened by potential predators which remain still. They may fly about characters, looking for food or fleeing from predators, and may obscure an individual's vision. Individuals whose vision is obscured by air neons have a -1 penalty on attack rolls.
Originally appeared in Polyhedron #69 (1992).