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<blockquote data-quote="Cleon" data-source="post: 5593455" data-attributes="member: 57383"><p><strong>Generic Air Fish Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Air Fish, Tiny</strong></span></p><p>Tiny Magical Beast</p><p> <strong>Hit Dice:</strong> ½d10 (2 hp)</p><p> <strong>Initiative:</strong> +2</p><p> <strong>Speed:</strong> Swim 40 ft. (8 squares), fly 40 ft. (good)</p><p> <strong>Armor Class:</strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p> <strong>Base Attack/Grapple:</strong> +1/-11</p><p> <strong>Attack:</strong> Bite +5 melee (1d3-4)</p><p> <strong>Full Attack:</strong> Bite +5 melee (1d3-4)</p><p> <strong>Space/Reach:</strong> 2½ ft./0 ft.</p><p> <strong>Special Attacks:</strong> <span style="font-family: 'Verdana'">—</span></p><p> <strong>Special Qualities:</strong> Low-light vision, <span style="font-family: 'Verdana'">flight, humidity dependency, </span>scent</p><p> <strong>Saves:</strong> Fort +2, Ref +4, Will +1</p><p> <strong>Abilities:</strong> Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2</p><p> <strong>Skills:</strong> Listen +3, Spot +3, Swim +4</p><p> <strong>Feats:</strong> Hover (B), Weapon Finesse</p><p> <strong>Environment:</strong> Any warm land</p><p> <strong>Organization:</strong> Solitary or school (2–20)</p><p> <strong>Challenge Rating:</strong> 1/6</p><p> <strong>Treasure:</strong> None</p><p> <strong>Alignment:</strong> Always neutral</p><p> <strong>Advancement:</strong> <span style="font-family: 'Verdana'">—</span></p><p> <strong>Level Adjustment:</strong> —</p><p></p><p><span style="font-size: 15px"><strong>Air Fish, Small</strong></span></p><p>Small Magical Beast</p><p> <strong>Hit Dice:</strong> 1d10 (5 hp)</p><p> <strong>Initiative:</strong> +2</p><p> <strong>Speed:</strong> Swim 40 ft. (8 squares), fly 40 ft. (average)</p><p> <strong>Armor Class:</strong> 13 (+1 size, +2 Dex), touch 11, flat-footed 11</p><p> <strong>Base Attack/Grapple:</strong> +1/-5</p><p> <strong>Attack:</strong> Bite +4 melee (1d4-2)</p><p> <strong>Full Attack:</strong> Bite +4 melee (1d4-2)</p><p> <strong>Space/Reach:</strong> 5 ft./5 ft.</p><p> <strong>Special Attacks:</strong> <span style="font-family: 'Verdana'">—</span></p><p> <strong>Special Qualities:</strong> Low-light vision, <span style="font-family: 'Verdana'">flight, humidity dependency, </span>scent</p><p> <strong>Saves:</strong> Fort +2, Ref +4, Will +1</p><p> <strong>Abilities:</strong> Str 7, Dex 15, Con 10, Int 1, Wis 12, Cha 2</p><p> <strong>Skills:</strong> Listen +3, Spot +3, Swim +6</p><p> <strong>Feats:</strong> Hover (B), Weapon Finesse</p><p> <strong>Environment:</strong> Any warm land</p><p> <strong>Organization:</strong> Solitary or school (2–5)</p><p> <strong>Challenge Rating:</strong> 1/4</p><p> <strong>Treasure:</strong> None</p><p> <strong>Alignment:</strong> Always neutral</p><p> <strong>Advancement:</strong> 2–3 HD (Medium)</p><p> <strong>Level Adjustment:</strong> —</p><p></p><p><span style="font-size: 15px"><strong>Air Fish, Medium</strong></span></p><p>Medium Magical Beast</p><p><strong>Hit Dice:</strong> 2d10 (11 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> Swim 40 ft. (8 squares), fly 40 ft. (average)</p><p><strong>Armor Class:</strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11</p><p><strong>Base Attack/Grapple:</strong> +2/+2</p><p><strong>Attack:</strong> Bite +4 melee (1d6)</p><p><strong>Full Attack:</strong> Bite +4 melee (1d6)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> <span style="font-family: 'Verdana'">—</span></p><p><strong>Special Qualities:</strong> Low-light vision, <span style="font-family: 'Verdana'">flight, humidity dependency, </span>scent</p><p><strong>Saves:</strong> Fort +3, Ref +5, Will +1</p><p><strong>Abilities:</strong> Str 11, Dex 15, Con 10, Int 1, Wis 12, Cha 2</p><p><strong>Skills:</strong> Listen +3, Spot +4, Swim +8</p><p><strong>Feats:</strong> Hover (B), Weapon Finesse</p><p><strong>Environment:</strong> Any warm land</p><p><strong>Organization:</strong> Solitary or school (2–5)</p><p><strong>Challenge Rating:</strong> 1/2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3–4 HD (Medium); 5-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><span style="font-size: 15px"><strong>Air Fish, Large</strong></span></p><p>Large Magical Beast</p><p> <strong>Hit Dice:</strong> 5d10+10 (37 hp)</p><p> <strong>Initiative:</strong> +1</p><p> <strong>Speed:</strong> Swim 40 ft. (8 squares), fly 40 ft. (average)</p><p> <strong>Armor Class:</strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12</p><p> <strong>Base Attack/Grapple:</strong> +5/+13</p><p> <strong>Attack:</strong> Bite +9 melee (1d8+6)</p><p> <strong>Full Attack:</strong> Bite +9 melee (1d8+6)</p><p> <strong>Space/Reach:</strong> 5 ft./5 ft.</p><p> <strong>Special Attacks:</strong> <span style="font-family: 'Verdana'">—</span></p><p> <strong>Special Qualities:</strong> Low-light vision, <span style="font-family: 'Verdana'">flight, humidity dependency, </span>scent</p><p> <strong>Saves:</strong> Fort +6, Ref +5, Will +2</p><p> <strong>Abilities:</strong> Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2</p><p> <strong>Skills:</strong> Listen +5, Spot +5, Swim +12</p><p> <strong>Feats:</strong> Flyby Attack, Hover (B), Weapon Focus (bite)</p><p> <strong>Environment:</strong> Any warm land</p><p> <strong>Organization:</strong> Solitary or school (2–5)</p><p> <strong>Challenge Rating:</strong> 2</p><p> <strong>Treasure:</strong> None</p><p> <strong>Alignment:</strong> Always neutral</p><p> <strong>Advancement:</strong> 6–9 HD (Large); 10-15 HD (Huge)</p><p> <strong>Level Adjustment:</strong> —</p><p></p><p> <em>This fish flies through the air as if it were swimming in water</em><em>.</em></p><p> </p><p>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.</p><p> </p><p>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. </p><p></p><p>COMBAT</p><p><span style="font-family: 'Verdana'">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.</span></p><p><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 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 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 fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air </span><span style="font-family: 'Verdana'">fish </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'">fish </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>Skills:</strong></span> <span style="font-family: 'Verdana'">An </span><span style="font-family: 'Verdana'">air fish </span><span style="font-family: 'Verdana'">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></blockquote><p></p>
[QUOTE="Cleon, post: 5593455, member: 57383"] [b]Generic Air Fish Working Draft[/b] [SIZE=4][B]Air Fish, Tiny[/B][/SIZE] Tiny Magical Beast [B]Hit Dice:[/B] ½d10 (2 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] Swim 40 ft. (8 squares), fly 40 ft. (good) [B]Armor Class:[/B] 14 (+2 size, +2 Dex), touch 14, flat-footed 12 [B]Base Attack/Grapple:[/B] +1/-11 [B]Attack:[/B] Bite +5 melee (1d3-4) [B]Full Attack:[/B] Bite +5 melee (1d3-4) [B]Space/Reach:[/B] 2½ ft./0 ft. [B]Special Attacks:[/B] [FONT=Verdana]—[/FONT] [B]Special Qualities:[/B] Low-light vision, [FONT=Verdana]flight, humidity dependency, [/FONT]scent [B]Saves:[/B] Fort +2, Ref +4, Will +1 [B]Abilities:[/B] Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2 [B]Skills:[/B] Listen +3, Spot +3, Swim +4 [B]Feats:[/B] Hover (B), Weapon Finesse [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary or school (2–20) [B]Challenge Rating:[/B] 1/6 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] [FONT=Verdana]—[/FONT] [B]Level Adjustment:[/B] — [SIZE=4][B]Air Fish, Small[/B][/SIZE] Small Magical Beast [B]Hit Dice:[/B] 1d10 (5 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] Swim 40 ft. (8 squares), fly 40 ft. (average) [B]Armor Class:[/B] 13 (+1 size, +2 Dex), touch 11, flat-footed 11 [B]Base Attack/Grapple:[/B] +1/-5 [B]Attack:[/B] Bite +4 melee (1d4-2) [B]Full Attack:[/B] Bite +4 melee (1d4-2) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [FONT=Verdana]—[/FONT] [B]Special Qualities:[/B] Low-light vision, [FONT=Verdana]flight, humidity dependency, [/FONT]scent [B]Saves:[/B] Fort +2, Ref +4, Will +1 [B]Abilities:[/B] Str 7, Dex 15, Con 10, Int 1, Wis 12, Cha 2 [B]Skills:[/B] Listen +3, Spot +3, Swim +6 [B]Feats:[/B] Hover (B), Weapon Finesse [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary or school (2–5) [B]Challenge Rating:[/B] 1/4 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 2–3 HD (Medium) [B]Level Adjustment:[/B] — [SIZE=4][B]Air Fish, Medium[/B][/SIZE] Medium Magical Beast [B]Hit Dice:[/B] 2d10 (11 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] Swim 40 ft. (8 squares), fly 40 ft. (average) [B]Armor Class:[/B] 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 [B]Base Attack/Grapple:[/B] +2/+2 [B]Attack:[/B] Bite +4 melee (1d6) [B]Full Attack:[/B] Bite +4 melee (1d6) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [FONT=Verdana]—[/FONT] [B]Special Qualities:[/B] Low-light vision, [FONT=Verdana]flight, humidity dependency, [/FONT]scent [B]Saves:[/B] Fort +3, Ref +5, Will +1 [B]Abilities:[/B] Str 11, Dex 15, Con 10, Int 1, Wis 12, Cha 2 [B]Skills:[/B] Listen +3, Spot +4, Swim +8 [B]Feats:[/B] Hover (B), Weapon Finesse [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary or school (2–5) [B]Challenge Rating:[/B] 1/2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 3–4 HD (Medium); 5-6 HD (Large) [B]Level Adjustment:[/B] — [SIZE=4][B]Air Fish, Large[/B][/SIZE] Large Magical Beast [B]Hit Dice:[/B] 5d10+10 (37 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] Swim 40 ft. (8 squares), fly 40 ft. (average) [B]Armor Class:[/B] 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 [B]Base Attack/Grapple:[/B] +5/+13 [B]Attack:[/B] Bite +9 melee (1d8+6) [B]Full Attack:[/B] Bite +9 melee (1d8+6) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [FONT=Verdana]—[/FONT] [B]Special Qualities:[/B] Low-light vision, [FONT=Verdana]flight, humidity dependency, [/FONT]scent [B]Saves:[/B] Fort +6, Ref +5, Will +2 [B]Abilities:[/B] Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2 [B]Skills:[/B] Listen +5, Spot +5, Swim +12 [B]Feats:[/B] Flyby Attack, Hover (B), Weapon Focus (bite) [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary or school (2–5) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 6–9 HD (Large); 10-15 HD (Huge) [B]Level Adjustment:[/B] — [FONT=Verdana] [/FONT][I]This fish flies through the air as if it were swimming in water[/I][I].[/I] 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 [FONT=Verdana]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. [B]Flight (Ex):[/B][/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 spells) with personal range. [B]Humidity Dependent (Ex):[/B][/FONT] [FONT=Verdana] If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air [/FONT][FONT=Verdana]fish [/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]fish [/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]Skills:[/B][/FONT] [FONT=Verdana]An [/FONT][FONT=Verdana]air fish [/FONT][FONT=Verdana]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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