Shade
Monster Junkie
Air Fish
http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-37.html
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: —
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 (DC 12)
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: —
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.
Air Fish (template)
The above sample creatures can be used to emulate air fish versions of most real-world fish. For larger, or more unique fish, the following template may be applied.
Creating an Air Fish
"Air fish" is an inherited template that can be added to any animal with the Aquatic subtype (referred to hereafter as the base creature).
Size and Type: 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.
Hit Dice: An air fish's Hit Dice increase to 1d10; recalculate the base creature's hit points.
Speed: 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.
Base Attack Bonus: An air fish has a base attack bonus equal to its total Hit Dice (as a Magical Beast).
Attacks: An air fish has the same natural weapons and damage as the base creature, but its attack modifiers increase according to its increased base attack bonus.
Special Qualities: An air fish retains all the abilities of the base creature and gains the following abilities.
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.
Feats: 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).
Environment: Warm land.
Challenge Rating: Same as the base creature.
Level Adjustment: Same as the base creature.
Sample Air Fish
The following creatures have gained the air fish template.
Air Shark, Large
Large Animal
Hit Dice: 7d10+7 (45 hp)
Initiative: +6
Speed: Swim 60 ft. (12 squares), fly 60 ft. (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +9 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense, flight, humidity dependency, keen scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +11
Feats: Alertness, Great Fortitude, Hover (B), Improved Initiative
Environment: Warm land
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 2
Advancement: 8–9 HD (Large)
Level Adjustment: —
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.
COMBAT
Air sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex) : A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Flight (Ex): An air shark'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 shark spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air shark 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 shark can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour.
Keen Scent (Ex) : 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.
Skills: 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.
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: —
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: —
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.
Originally appeared in Polyhedron #69 (1992).
http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-37.html
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: —
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 (DC 12)
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: —
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.
Air Fish (template)
The above sample creatures can be used to emulate air fish versions of most real-world fish. For larger, or more unique fish, the following template may be applied.
Creating an Air Fish
"Air fish" is an inherited template that can be added to any animal with the Aquatic subtype (referred to hereafter as the base creature).
Size and Type: 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.
Hit Dice: An air fish's Hit Dice increase to 1d10; recalculate the base creature's hit points.
Speed: 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.
Base Attack Bonus: An air fish has a base attack bonus equal to its total Hit Dice (as a Magical Beast).
Attacks: An air fish has the same natural weapons and damage as the base creature, but its attack modifiers increase according to its increased base attack bonus.
Special Qualities: An air fish retains all the abilities of the base creature and gains the following abilities.
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.
Feats: 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).
Environment: Warm land.
Challenge Rating: Same as the base creature.
Level Adjustment: Same as the base creature.
Sample Air Fish
The following creatures have gained the air fish template.
Air Shark, Large
Large Animal
Hit Dice: 7d10+7 (45 hp)
Initiative: +6
Speed: Swim 60 ft. (12 squares), fly 60 ft. (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +9 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense, flight, humidity dependency, keen scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +11
Feats: Alertness, Great Fortitude, Hover (B), Improved Initiative
Environment: Warm land
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 2
Advancement: 8–9 HD (Large)
Level Adjustment: —
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.
COMBAT
Air sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex) : A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Flight (Ex): An air shark'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 shark spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air shark 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 shark can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour.
Keen Scent (Ex) : 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.
Skills: 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.
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: —
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: —
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.
Originally appeared in Polyhedron #69 (1992).
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