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<blockquote data-quote="Cleon" data-source="post: 5577930" data-attributes="member: 57383"><p><strong>Air Fish Working Draft</strong></p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 15px"><strong>Air Fish</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><em>This fish flies through the air as if it were swimming in water</em><em>.</em></p><p><em></em></p><p><em></em><span style="font-family: 'Verdana'">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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Air fish breathe air, they have lost their ancestors' ability to breathe water and can drown like most air-breathing creatures. </span><span style="font-family: 'Verdana'">Wild air fish are only found in hot, humid environments, such as rainforests or tropical swamps. </span><span style="font-family: 'Verdana'">They must keep their skins and gills moist to avoid death </span><span style="font-family: 'Verdana'">by dehydration. </span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Creating an Air Fish</strong></span></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">"Air Fish" is an inherited template that can be added to any animal with the Aquatic subtype (referred to hereafter as the base creature).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Size and Type</strong></span></p><p><span style="font-family: 'Verdana'"></span> The base creature's type changes to Magical Beast and it loses its Aquatic subtype. An air fish retains all the base creature's statistics and special abilities except as noted below.<span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Hit Dice</strong></span></p><p><span style="font-family: 'Verdana'"><strong></strong></span>An air fish's Hit Dice increase to 1d10; recalculate the base creature's hit points.</p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <span style="font-family: 'Verdana'"> <strong>Speed</strong></span></p><p><span style="font-family: 'Verdana'"></span>An air fish gains a fly speed equal to the base creature's fastest movement rate. Its aerial maneuverability rating is average if the base creature Small or larger, good if it is Tiny or smaller.</p><p></p><p><span style="font-family: 'Verdana'"><span style="color: Orange"><em><strong>Cleon Special Version</strong></em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: Orange"><em><strong></strong></em>An air fish gains a fly speed equal to the </span></span><span style="font-family: 'Verdana'"><span style="color: Orange">base creature's </span></span><span style="font-family: 'Verdana'"><span style="color: Orange"> fastest movement rate. </span></span><span style="font-family: 'Verdana'"><span style="color: Orange">Its aerial maneuverability rating is average if the base creature Small-size or larger, good if it it Tiny-sized or smaller, If the base creature has a Dexterity of 16 or more, its aerial maneuverability rating increases by 1 step, if it has a Dexterity of 6 or less, its aerial maneuverability class lowers by 1 step</span></span><span style="font-family: 'Verdana'"><span style="color: Orange">.</span></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span> <strong>Base Attack Bonus</strong></p><p>An air fish has a base attack bonus equal to its total Hit Dice (as a Magical Beast).</p><p></p><p><span style="font-family: 'Verdana'"><strong>Special Qualities</strong></span></p><p><span style="font-family: 'Verdana'">An air fish retains all the abilities of the base creature and gains the following abilities.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Flight (Ex):</em></span> <span style="font-family: 'Verdana'"> An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent <em>feather fall</em> effect (as the spell) with personal range.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em>Humidity Dependent (Ex):</em></span> <span style="font-family: 'Verdana'"> 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. </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><strong>Feats</strong></span></p><p><span style="font-family: 'Verdana'">An air fish gains Hover as a bonus feat. If the base creature has a feat that is only usable in water (like Swimby Attack) it can exchange it for another feat (such as Flyby Attack).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Environment</strong></span></p><p><span style="font-family: 'Verdana'">Any warm land.</span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"><span style="color: Cyan"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: Cyan"></span></span><strong>Challenge Rating</strong></p><p>Same as the base creature.</p><p></p><p><strong>Level Adjustment</strong></p><p>Same as the base creature.</p><p> <span style="font-family: 'Verdana'"><span style="color: Cyan"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: Cyan"></span></span><span style="font-family: 'Verdana'"><span style="font-size: 15px"><strong>Sample Air Fish</strong></span></span></p><p><span style="font-family: 'Verdana'"></span> The following creatures have gained the air fish template.</p><p></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong>Air Shark, Large</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 12px"><strong></strong></span></span><span style="font-family: 'Verdana'">Large Magical Beast</span></p><p><span style="font-family: 'Verdana'"><strong>Hit Dice:</strong></span> <span style="font-family: 'Verdana'"> 7d10+7 (45 hp)</span></p><p><span style="font-family: 'Verdana'"><strong>Initiative:</strong></span> <span style="font-family: 'Verdana'"> +6</span></p><p><span style="font-family: 'Verdana'"><strong>Speed:</strong></span> <span style="font-family: 'Verdana'"> Swim 60 ft. (12 squares), fly 60 ft. (average)<strong> [</strong><span style="color: Orange">(good) <em>in Cleon Special version</em></span><strong>]</strong></span></p><p><span style="font-family: 'Verdana'"><strong>Armor Class:</strong></span> <span style="font-family: 'Verdana'"> 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13</span></p><p><span style="font-family: 'Verdana'"><strong>Base Attack/Grapple:</strong></span> <span style="font-family: 'Verdana'"> +7/+14</span></p><p><span style="font-family: 'Verdana'"><strong>Attack:</strong></span> <span style="font-family: 'Verdana'"> Bite +9 melee (1d8+4)</span></p><p><span style="font-family: 'Verdana'"><strong>Full Attack:</strong></span> <span style="font-family: 'Verdana'"> Bite +9 melee (1d8+4)</span></p><p><span style="font-family: 'Verdana'"><strong>Space/Reach:</strong></span> <span style="font-family: 'Verdana'"> 10 ft./5 ft.</span></p><p><span style="font-family: 'Verdana'"><strong>Special Attacks:</strong></span> <span style="font-family: 'Verdana'"> —</span></p><p><span style="font-family: 'Verdana'"><strong>Special Qualities:</strong></span> <span style="font-family: 'Verdana'"> Blindsense, flight, humidity dependency, keen scent</span></p><p><span style="font-family: 'Verdana'"><strong>Saves:</strong></span> <span style="font-family: 'Verdana'"> Fort +8, Ref +7, Will +3</span></p><p><span style="font-family: 'Verdana'"><strong>Abilities:</strong></span> <span style="font-family: 'Verdana'"> Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2</span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong></span> <span style="font-family: 'Verdana'"> Listen +8, Spot +7, Swim +11</span></p><p><span style="font-family: 'Verdana'"><strong>Feats:</strong></span> <span style="font-family: 'Verdana'"> Alertness, Great Fortitude, Hover (B), Improved Initiative</span></p><p><span style="font-family: 'Verdana'"><strong>Environment:</strong></span> <span style="font-family: 'Verdana'"> Warm land</span></p><p><span style="font-family: 'Verdana'"><strong>Organization:</strong></span> <span style="font-family: 'Verdana'"> Solitary, school (2–5), or pack (6–11)</span></p><p><span style="font-family: 'Verdana'"><strong>Challenge Rating:</strong></span> <span style="font-family: 'Verdana'"> 2</span></p><p><span style="font-family: 'Verdana'"><strong>Advancement:</strong></span> <span style="font-family: 'Verdana'"> 8–9 HD (Large)</span></p><p><span style="font-family: 'Verdana'"><strong>Level Adjustment:</strong></span> <span style="font-family: 'Verdana'"> —</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">These carnivorous flying fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Large air sharks can reach around 15 feet in length and are a serious threat.</span> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>COMBAT</strong></span> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Air sharks circle and observe potential prey, then dart in and bite with their powerful jaws.</span></p><p><span style="font-family: 'Verdana'"><strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong>Blindsense (Ex)</strong></span> <span style="font-family: 'Verdana'"><strong>: </strong>A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Flight (Ex):</strong></span> <span style="font-family: 'Verdana'"> An air shark's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent <em>feather fall</em> effect (as the spells) with personal range.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Humidity Dependent (Ex):</strong></span> <span style="font-family: 'Verdana'"> If an air shark spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air </span><span style="font-family: 'Verdana'">shark </span><span style="font-family: 'Verdana'"> 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 </span><span style="font-family: 'Verdana'">shark </span><span style="font-family: 'Verdana'"> can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour. </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Keen Scent (Ex)</strong></span> <span style="font-family: 'Verdana'"><strong>: </strong>A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong></span> <span style="font-family: 'Verdana'">A shark 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.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 5577930, member: 57383"] [b]Air Fish Working Draft[/b] [FONT=Verdana][SIZE=4][B]Air Fish[/B][/SIZE][/FONT][FONT=Verdana] [/FONT][I]This fish flies through the air as if it were swimming in water[/I][I]. [/I][FONT=Verdana]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. [/FONT][FONT=Verdana]Wild air fish are only found in hot, humid environments, such as rainforests or tropical swamps. [/FONT][FONT=Verdana]They must keep their skins and gills moist to avoid death [/FONT][FONT=Verdana]by dehydration. [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana][SIZE=3][B]Creating an Air Fish[/B][/SIZE][/FONT][FONT=Verdana] "Air Fish" is an inherited template that can be added to any animal with the Aquatic subtype (referred to hereafter as the base creature). [B]Size and Type[/B] [/FONT] The base creature's type changes to Magical Beast and it loses its Aquatic subtype. An air fish retains all the base creature's statistics and special abilities except as noted below.[FONT=Verdana] [B] Hit Dice [/B][/FONT]An air fish's Hit Dice increase to 1d10; recalculate the base creature's hit points. [FONT=Verdana] [/FONT] [FONT=Verdana] [B]Speed[/B] [/FONT]An air fish gains a fly speed equal to the base creature's fastest movement rate. Its aerial maneuverability rating is average if the base creature Small or larger, good if it is Tiny or smaller. [FONT=Verdana][COLOR=Orange][I][B]Cleon Special Version [/B][/I]An air fish gains a fly speed equal to the [/COLOR][/FONT][FONT=Verdana][COLOR=Orange]base creature's [/COLOR][/FONT][FONT=Verdana][COLOR=Orange] fastest movement rate. [/COLOR][/FONT][FONT=Verdana][COLOR=Orange]Its aerial maneuverability rating is average if the base creature Small-size or larger, good if it it Tiny-sized or smaller, If the base creature has a Dexterity of 16 or more, its aerial maneuverability rating increases by 1 step, if it has a Dexterity of 6 or less, its aerial maneuverability class lowers by 1 step[/COLOR][/FONT][FONT=Verdana][COLOR=Orange].[/COLOR] [/FONT] [B]Base Attack Bonus[/B] An air fish has a base attack bonus equal to its total Hit Dice (as a Magical Beast). [FONT=Verdana][B]Special Qualities[/B] An air fish retains all the abilities of the base creature and gains the following abilities. [I]Flight (Ex):[/I][/FONT] [FONT=Verdana] An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent [I]feather fall[/I] effect (as the spell) with personal range. [I]Humidity Dependent (Ex):[/I][/FONT] [FONT=Verdana] 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. [/FONT][FONT=Verdana] [/FONT][FONT=Verdana][B]Feats[/B] An air fish gains Hover as a bonus feat. If the base creature has a feat that is only usable in water (like Swimby Attack) it can exchange it for another feat (such as Flyby Attack). [B]Environment[/B] Any warm land. [/FONT][FONT=Verdana][COLOR=Cyan] [/COLOR][/FONT][B]Challenge Rating[/B] Same as the base creature. [B]Level Adjustment[/B] Same as the base creature. [FONT=Verdana][COLOR=Cyan] [/COLOR][/FONT][FONT=Verdana][SIZE=4][B]Sample Air Fish[/B][/SIZE] [/FONT] The following creatures have gained the air fish template. [FONT=Verdana][SIZE=3][B]Air Shark, Large [/B][/SIZE][/FONT][FONT=Verdana]Large Magical Beast [B]Hit Dice:[/B][/FONT] [FONT=Verdana] 7d10+7 (45 hp) [B]Initiative:[/B][/FONT] [FONT=Verdana] +6 [B]Speed:[/B][/FONT] [FONT=Verdana] Swim 60 ft. (12 squares), fly 60 ft. (average)[B] [[/B][COLOR=Orange](good) [I]in Cleon Special version[/I][/COLOR][B]][/B] [B]Armor Class:[/B][/FONT] [FONT=Verdana] 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 [B]Base Attack/Grapple:[/B][/FONT] [FONT=Verdana] +7/+14 [B]Attack:[/B][/FONT] [FONT=Verdana] Bite +9 melee (1d8+4) [B]Full Attack:[/B][/FONT] [FONT=Verdana] Bite +9 melee (1d8+4) [B]Space/Reach:[/B][/FONT] [FONT=Verdana] 10 ft./5 ft. [B]Special Attacks:[/B][/FONT] [FONT=Verdana] — [B]Special Qualities:[/B][/FONT] [FONT=Verdana] Blindsense, flight, humidity dependency, keen scent [B]Saves:[/B][/FONT] [FONT=Verdana] Fort +8, Ref +7, Will +3 [B]Abilities:[/B][/FONT] [FONT=Verdana] Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 [B]Skills:[/B][/FONT] [FONT=Verdana] Listen +8, Spot +7, Swim +11 [B]Feats:[/B][/FONT] [FONT=Verdana] Alertness, Great Fortitude, Hover (B), Improved Initiative [B]Environment:[/B][/FONT] [FONT=Verdana] Warm land [B]Organization:[/B][/FONT] [FONT=Verdana] Solitary, school (2–5), or pack (6–11) [B]Challenge Rating:[/B][/FONT] [FONT=Verdana] 2 [B]Advancement:[/B][/FONT] [FONT=Verdana] 8–9 HD (Large) [B]Level Adjustment:[/B][/FONT] [FONT=Verdana] — These carnivorous flying fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Large air sharks can reach around 15 feet in length and are a serious threat.[/FONT] [FONT=Verdana] [B]COMBAT[/B][/FONT] [FONT=Verdana] Air sharks circle and observe potential prey, then dart in and bite with their powerful jaws. [B] Blindsense (Ex)[/B][/FONT] [FONT=Verdana][B]: [/B]A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. [/FONT][FONT=Verdana] [B]Flight (Ex):[/B][/FONT] [FONT=Verdana] An air shark's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent [I]feather fall[/I] effect (as the spells) with personal range. [B]Humidity Dependent (Ex):[/B][/FONT] [FONT=Verdana] If an air shark spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air [/FONT][FONT=Verdana]shark [/FONT][FONT=Verdana] 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 [/FONT][FONT=Verdana]shark [/FONT][FONT=Verdana] can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour. [/FONT][FONT=Verdana] [/FONT][FONT=Verdana] [B]Keen Scent (Ex)[/B][/FONT] [FONT=Verdana][B]: [/B]A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. [B]Skills:[/B][/FONT] [FONT=Verdana]A shark 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. [/FONT] [/QUOTE]
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