Generic Air Fish Working Draft
Air Fish, Tiny
Tiny Magical Beast
Hit Dice: ½d10 (2 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: +1/-11
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, flight, humidity dependency, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +3, Swim +4
Feats: Hover (B), Weapon Finesse
Environment: Any warm land
Organization: Solitary or school (2–20)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Air Fish, Small
Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 13 (+1 size, +2 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +4 melee (1d4-2)
Full Attack: Bite +4 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, flight, humidity dependency, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 7, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +3, Swim +6
Feats: Hover (B), Weapon Finesse
Environment: Any warm land
Organization: Solitary or school (2–5)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Medium)
Level Adjustment: —
Air Fish, Medium
Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, flight, humidity dependency, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +4, Swim +8
Feats: Hover (B), Weapon Finesse
Environment: Any warm land
Organization: Solitary or school (2–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —
Air Fish, Large
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Bite +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, flight, humidity dependency, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2
Skills: Listen +5, Spot +5, Swim +12
Feats: Flyby Attack, Hover (B), Weapon Focus (bite)
Environment: Any warm land
Organization: Solitary or school (2–5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6–9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —
This fish flies through the air as if it were swimming in water.
Air fish are aquatic animals that have been magically altered to live in the air. They have a natural ability to levitate, and "swim" through the air by moving their tails and fins.
Air fish breathe air, they have lost their ancestors' ability to breathe water and can drown like most air-breathing creatures. Wild air fish are only found in hot, humid environments, such as rainforests or tropical swamps. They must keep their skins and gills moist to avoid death by dehydration.
COMBAT
Most air fish are not aggressive, fleeing perceived threats. They will bite in self-defense if unable to escape. Some of the larger carnivorous air fish may try to eat humanoids when particularly hungry, but they prefer to prey upon small animals.
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 fish 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.