Cleon
Legend
Afanc Working Draft
Afanc
Gargantuan Magical Beast (Aquatic)
Hit Dice: 15d10+105 (187 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 18 (–4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (2d8+12)
Full Attack: Bite +23 melee (2d8+12); or 2 flippers +23 melee (2d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsizing ram, improved grab, swallow whole, whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +9, Will +6
Abilities: Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10
Skills: Disguise +1* (+6 as whale), Listen +12, Spot +12, Swim +16
Feats: Alertness, Endurance, Diehard, Improved Multiattack, Multiattack, Power Attack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: None or goods (1 in 8 contain eggs worth 10-60% of treasure value)[see below]
Alignment: Always neutral (often evil)
Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal)
Level Adjustment: —
This great fish has a whale-like body covered in thick scales. It has a massive blocky fish's head, a vertical tail, and two long forefins which resemble a humpback whale's flippers.
The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. They are capable of breathing both air and water, but have no capacity to move on land.
While adult afanc dwell in the sea their young live in rivers. Afanc can tolerate brackish waters and swim up large rivers every every two or three years to lay their eggs, which are a prized delicacy in some nations (a complete clutch of roughly a hundred 1-pound eggs is typically worth 600 to 3,500 gp). The eggs are bulky and somewhat fragile but can easily be preserved in a barrel of brine, vinegar, or brandy.
Afanc are marginally intelligent, and have learned how to trick sailors to their doom. Some stories suggest some afanc have learned to speak or even sing in humanoid languages. Their voices are voluminous yet dry, like a storm giant with a mouth full of gravel.
An afanc is about fifty feet long from nose to tail and typically weighs around 25 to 30 tons. Afanc are capable of speech but normally only know their own language, which sounds much like whalesong. Exceptional individuals with bonus languages from high Intelligence or the Speak Language skill usually learn Aquatic and/or Common.
Combat
The afanc often waits for prey to come looking for it, rather than hunting, by using its "disguise" as a whale. It likes to attack medium-sized ships (around 30 to 60 feet) with its whirlpool attack, or charge small ships, boats and rafts to capsize them. An afanc will usually avoid vessels more than 60 feet in length, but it may ram then to see what happens.
If it can attack opponents in the water it will in preference to attacking a vessel. An afanc prefers to bite and swallow prey but will use its flippers if hard pressed.
Afanc are somewhat intelligent so may develop their own tactics and tricks, such as singing to lure ships onto reefs or calling for help to tempt beachgoers to swim out to them.
Capsizing Ram (Ex): As a full-round action, a submerged afanc can swim up to quadruple speed (160 feet) and crash into a waterborn target. To ram, the afanc must move at least 30 ft. and end in the target's space. This attack deals 4d8+12 points of damage. If the target is a creature it can attempt either an attack of opportunity or a DC 29 Reflex save for half damage. The save DC is Strength-based.
If it crashes into a vessel, the afanc makes a Strength check with a +12 size bonus (total modifier +24 for a typical afanc) against a DC based on the vessel: rowboat DC 18, launch* DC 26, keelboat DC 30, sailing ship or longship DC 38, warship DC 42, or galley DC 45. If the Strength check succeeds the vessel's hull is breached, causing it to sink in 1d10 minutes, and the afanc then make another Strength check with a –4 penalty (typical modifier +20, same target DCs). If the second Strength check succeeds, the vessel capsizes and begins to sink immediately.
Regardless of the Strength check results, every creature aboard must make a DC 25 Reflex saving throw (they may substitute a Balance check or Climb check for this Reflex save), increasing to DC 29 if the vessel capsizes. Failure means the creature takes 1d6 points of damage from being thrown about by the impact and must succeed at an additional Balance or Reflex save (DC 20, or DC 28 for capsizing vessels) to avoid being knocked prone; if the creature fails the second save by 5 or more they will be hurled overboard if they're on deck. The initial save DC is Strength-based and includes a –4 penalty if the vessel didn't capsize.
*Launches are described in Stormwrack.
Improved Grab (Ex): To use this ability, an afanc must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the afanc's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan afanc's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Whirlpool (Ex and Su): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way. The water's depth must be at least half the length of the afanc for it to form a whirlpool (minimum of 25 feet).
It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. The afanc starts on the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. When it completes the attack, its swim speed is doubled and it is 40 feet from the ship. This attack can be stopped by distractions, such as crew jumping or falling into the water (the afanc stops circling to attack them), or successful attacks by spells or missile weapons (inflicting 25% of the afanc's hit points in damage while it is circling forces it to stop whirlpooling). For every round the afanc spends circling it gains a +2 bonus to AC and a +1 bonus on Reflex saves against creatures above the waterline due to its increasingly deep cover of water, culminating in improved cover after four rounds (+8 to AC, +8 to Reflex saves, effectively gains improved evasion against any attack to which the Reflex save bonus applies).
The whirlpool is 80 feet wide at the top, 5 feet wide at the base, and 10 to 20 feet deep. The ship at the center of the whirlpool will be dragged underwater after being in the vortex for the duration listed in the Afanc Whirlpool Ship-Sinking Table below. The captain of a properly crewed ship can make Profession (sailor) checks to delay the sinking of their vessel (DC 15 for the first round, +1 per additional round).
Afanc Whirlpool Ship-Sinking Table
*Campaigns that use the Stormwrack book or another nautical system may use that source's vehicle sizes and ship-sinking rules instead. The above table assumes the vessel is seaworthy and has a deep enough draft to resist being easily swamped (typically 15 ft. for a Colossal ship, 10 ft. for Gargantuan, 5 ft. for Huge, 2½ ft. for Large and 1 ft. for Medium). If the ship's draft is less than this (such as a Keelboat or Longship) the Whirlpool Ship-Sinking table treats it as one size category smaller than its actual size. The ship may also be treated as one size category smaller even if its draft is deep enough if it is unseaworthy (Seaworthiness –2 or lower in Stormwrack) or badly damaged. Contrariwise, a very seaworthy vessel (Seaworthiness +2 or higher in Stormwrack) will not have a size category penalty if its draft is too shallow and may even be treated as a size category larger than it actually is (although this cannot move it into the "Unsinkable" Colossal Ship category). If a ship is extraordinarily badly built or so rotten/damaged/wormholed it can barely float give it a two size category penalty on the Ship-Sinking table.
**This ship type is described in Stormwrack.
Creatures in the water that are smaller than the afanc might take damage from the whirlpool or be caught in its vortex if they touch or enter the whirlpool. The creature must succeed on a DC 29 Reflex save when they come into contact with the whirlpool or take 2d8 bludgeoning damage. They must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the whirlpool cannot move except to go where the current carries them or to escape its vortex. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool's volume.
An afanc's whirlpool ability is partially magical. Casting dispel magic on the afanc causes the whirlpool to form at half its normal speed. A break enchantment that succeeds against a DC of 11 + the afanc's Hit Dice completely collapses the whirlpool and slows the afanc to its normal speed, but it may just start forming a new whirlpool. A mage's disjunction automatically collapses the whirlpool.
Skills: An afanc 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.
*An afanc has a +5 racial bonus on Disguise checks when pretending to be a whale.
In Zakhara
These monster fish are called gawwar samakat in Zakhara's common tongue of Midani. They are a well-known menace to shipping and people who work on the water. Most inhabitants of the Land of Fate do not know they are called afanc in "unenlightened regions" such as Faerûn. Gawwar samakat eggs can sometimes be bought and sold in the luxury shops and markets of Zakhara's many cities.
Afanc Young
Large Magical Beast (Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (1d8+6)
Full Attack: Bite +10 melee (1d8+6); or 2 flippers +8 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, youthful whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 23, Dex 13, Con 18, Int 6, Wis 13, Cha 10
Skills: Listen +5, Spot +5, Swim +14
Feats: Multiattack, Power Attack
Environment: Warm aquatic
Organization: Solitary, pair, or pack (3–18)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral (often evil)
Advancement: 6–8 HD (Large); 9–14 HD (Huge)
Level Adjustment: —
A huge heavy-bodied fish several times longer than a human is tall, dull gray in color and covered in large scales. Its forefins are longer and more flexible than most fishes.
Young afanc live in freshwater, usually major rivers or large lakes. Like adult afanc they can breathe air as well as water, so can survive in waters too foul or unoxygenated for a normal fish to breathe if they can find enough to eat. Afanc are much more social when young and usually swim in the company of other afanc of the same age, usually siblings from the same clutch of eggs. They are reluctant to associate with afancs a lot bigger than themselves, especially unrelated ones, since larger afancs might decide they'd make better meals than hunting companions. Afanc are far more independent than wolves and a group of young afance does not have a "command hierarchy" as such, but still cooperates efficiently to hunt prey and fight off enemies or rivals.
Older afanc start to develop heavy blocky heads that resemble the adult's and their fins grow proportionally larger and more powerful. Their heads eventually become sturdy enough to be used as a weapon, allowing adolescent afancs to ram opponents and capsize boats or even ships. Once fully grown afancs abandon their pack mates and move out to sea, becoming solitary creatures.
A typical young afanc is around 12 to 15 feet long and weighs 800 to 2,000 pounds. Afanc smaller than that don't attack people. A newly hatched afanc is about a foot long and a pound in weight.
Combat
Young afanc hunt in packs. They will use organized tactics such as flanking attacks or having one of their number pretend to be an "injured giant fish" to lure fishermen or other predators into an ambush. Young afanc can cooperatively create whirlpools and often use this ability to sink small watercraft in order to attack the occupants. Older adolescent afanc can also ram vessels in a bid to capsize them, they rarely use this attack on anything larger than a keelboat.
Improved Grab (Ex): To use this ability, an afanc must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes crushing damage equal to the afanc's bite attack plus 4 points (6 if Huge) of acid damage per round from the afanc's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points (20 if Huge) of damage to the gizzard (AC 13, AC 14 for Huge). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large afanc's interior can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents; a Huge afanc can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine opponents.
Youthful Whirlpool (Ex and Su): A group of young afanc can create a whirlpool by swimming in closer and closer circles around its target. This requires six or more Large Afanc or two or more Huge Afanc. If the number of participating afanc ever drops below the minimum required (six Large or two Huge) the whirlpool immediately collapses. Afanc packs will usually attack craft between 30 feet and 60 feet in length in this way. The water's depth must be at least half the length of the largest young afanc for them to form a whirlpool (minimum of 10 feet).
It takes the young afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. The afanc starts on the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. When they complete the attack, their swim speed is doubled and they are 40 feet from the ship. This attack can be stopped by distractions, such as crew jumping or falling into the water (the afanc stops circling to attack them), or successful attacks by spells or missile weapons (inflicting 25% of an afanc's hit points in damage while it is circling forces it to stop whirlpooling). For every round the afanc spends circling they gain a +2 bonus to AC and a +1 bonus on Reflex saves against creatures above the waterline due to the increasingly deep cover of water, culminating in improved cover after four rounds (+8 to AC, +8 to Reflex saves, effectively gains improved evasion against any attack to which the Reflex save bonus applies).
The whirlpool is 80 feet wide at the top, 5 feet wide at the base, and 10 to 20 feet deep. The ship at the center of the whirlpool will be dragged underwater after being in the vortex for the duration listed in the Afanc Whirlpool Ship-Sinking Table below. The captain of a properly crewed ship can make Profession (sailor) checks to delay the sinking of their vessel (DC 15 for the first round, +1 per additional round).
Afanc Whirlpool Ship-Sinking Table
*Campaigns that use the Stormwrack book or another nautical system may use that source's vehicle sizes and ship-sinking rules instead. The above table assumes the vessel is seaworthy and has a deep enough draft to resist being easily swamped (typically 15 ft. for a Colossal ship, 10 ft. for Gargantuan, 5 ft. for Huge, 2½ ft. for Large and 1 ft. for Medium). If the ship's draft is less than this (such as a Keelboat or Longship) the Whirlpool Ship-Sinking table treats it as one size category smaller than its actual size. The ship may also be treated as one size category smaller even if its draft is deep enough if it is unseaworthy (Seaworthiness –2 or lower in Stormwrack) or badly damaged. Contrariwise, a very seaworthy vessel (Seaworthiness +2 or higher in Stormwrack) will not have a size category penalty if its draft is too shallow and may even be treated as a size category larger than it actually is (although this cannot move it into the "Unsinkable" Colossal Ship category). If a ship is extraordinarily badly built or so rotten/damaged/wormholed it can barely float give it a two size category penalty on the Ship-Sinking table.
**This ship type is described in Stormwrack.
Creatures in the water that are smaller than the afanc might take damage from the whirlpool or be caught in its vortex if they touch or enter the whirlpool. The creature must succeed on a DC 25 Reflex save when they come into contact with the whirlpool or take 2d6 bludgeoning damage. They must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Creatures trapped in the whirlpool cannot move except to go where the current carries them or to escape its vortex. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool's volume.
An afanc's whirlpool ability is partially magical. Casting dispel magic on the afanc causes the whirlpool to form at half its normal speed. A break enchantment that succeeds against a DC of 20 completely collapses the whirlpool and slows the afanc to its normal speed, but it may just start forming a new whirlpool. A mage's disjunction automatically collapses the whirlpool.
Skills: An afanc 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.
Advanced Young Afanc
If an afanc advances to 9 Hit Dice it becomes Huge size and gains the Capsizing Collision special attack described below.
Capsizing Collision (Ex): As a full-round action, a submerged Huge young afanc can swim up to double speed (80 feet) and crash into a waterborn target. The afanc must move at least 30 ft. and end in the target's space. This attack deals 2d6+10 points of damage. If the target is a creature it can attempt either an attack of opportunity or a DC 24 Reflex save for half damage. The save DC is Strength-based.
If it crashes into a vessel, a Huge young afanc makes a Strength check with a +8 size bonus (total modifier +18 for a typical advanced afanc) against a DC based on the vessel: rowboat DC 18, launch* DC 26, keelboat DC 30, sailing ship or longship DC 38, warship DC 42, or galley DC 45. If the Strength check succeeds, the collision does an additional 2d6 damage (4d6+10 in total), and the afanc then make another Strength check with a –4 penalty (typical modifier +14, same target DCs). If the second Strength check succeeds, the vessel capsizes.
Should an advanced young afanc with 9 or more Hit Dice be Large size the collision damage is 1d8 + Strength modifier. It has a +4 size bonus on the Strength check against vessels and does an additional 1d8 damage if it succeeds. Medium size or smaller afanc cannot perform capsizing collisions.
*Launches are described in Stormwrack.
A typical Huge afanc has the following statistics.
Afanc Adolescent (NE Huge Magical Beast; Hit Dice: 9d10+54 (103 hp); Init: +0; Speed: Swim 40 ft. (8 squares); AC: 17 (–2 size, +9 natural), touch 8, flat-footed 17; Base Attack/Grapple: +9/+27; Attack: Bite +17 melee (2d6+10); Full Attack: Bite +17 melee (2d6+10) and 2 flippers +15 melee (1d6+5); Space/Reach: 15 ft./10 ft.; Special Attacks: Capsizing collision, improved grab, swallow whole, whirlpool; Special Qualities: Amphibious, low-light vision, scent; Saves: Fort +12, Ref +6, Will +4; Abilities: Str 31, Dex 11, Con 22, Int 6, Wis 13, Cha 10; Skills: Listen +7, Spot +7, Swim +18; Feats: Multiattack, Power Attack, Third feat, Fourth feat; CR: 7)
Adolescent afancs are generally 25 to 30 feet long and weigh 3 to 8 tons.
Afanc
Gargantuan Magical Beast (Aquatic)
Hit Dice: 15d10+105 (187 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 18 (–4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (2d8+12)
Full Attack: Bite +23 melee (2d8+12); or 2 flippers +23 melee (2d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsizing ram, improved grab, swallow whole, whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +9, Will +6
Abilities: Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10
Skills: Disguise +1* (+6 as whale), Listen +12, Spot +12, Swim +16
Feats: Alertness, Endurance, Diehard, Improved Multiattack, Multiattack, Power Attack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: None or goods (1 in 8 contain eggs worth 10-60% of treasure value)[see below]
Alignment: Always neutral (often evil)
Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal)
Level Adjustment: —
This great fish has a whale-like body covered in thick scales. It has a massive blocky fish's head, a vertical tail, and two long forefins which resemble a humpback whale's flippers.
The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. They are capable of breathing both air and water, but have no capacity to move on land.
While adult afanc dwell in the sea their young live in rivers. Afanc can tolerate brackish waters and swim up large rivers every every two or three years to lay their eggs, which are a prized delicacy in some nations (a complete clutch of roughly a hundred 1-pound eggs is typically worth 600 to 3,500 gp). The eggs are bulky and somewhat fragile but can easily be preserved in a barrel of brine, vinegar, or brandy.
Afanc are marginally intelligent, and have learned how to trick sailors to their doom. Some stories suggest some afanc have learned to speak or even sing in humanoid languages. Their voices are voluminous yet dry, like a storm giant with a mouth full of gravel.
An afanc is about fifty feet long from nose to tail and typically weighs around 25 to 30 tons. Afanc are capable of speech but normally only know their own language, which sounds much like whalesong. Exceptional individuals with bonus languages from high Intelligence or the Speak Language skill usually learn Aquatic and/or Common.
Combat
The afanc often waits for prey to come looking for it, rather than hunting, by using its "disguise" as a whale. It likes to attack medium-sized ships (around 30 to 60 feet) with its whirlpool attack, or charge small ships, boats and rafts to capsize them. An afanc will usually avoid vessels more than 60 feet in length, but it may ram then to see what happens.
If it can attack opponents in the water it will in preference to attacking a vessel. An afanc prefers to bite and swallow prey but will use its flippers if hard pressed.
Afanc are somewhat intelligent so may develop their own tactics and tricks, such as singing to lure ships onto reefs or calling for help to tempt beachgoers to swim out to them.
Capsizing Ram (Ex): As a full-round action, a submerged afanc can swim up to quadruple speed (160 feet) and crash into a waterborn target. To ram, the afanc must move at least 30 ft. and end in the target's space. This attack deals 4d8+12 points of damage. If the target is a creature it can attempt either an attack of opportunity or a DC 29 Reflex save for half damage. The save DC is Strength-based.
If it crashes into a vessel, the afanc makes a Strength check with a +12 size bonus (total modifier +24 for a typical afanc) against a DC based on the vessel: rowboat DC 18, launch* DC 26, keelboat DC 30, sailing ship or longship DC 38, warship DC 42, or galley DC 45. If the Strength check succeeds the vessel's hull is breached, causing it to sink in 1d10 minutes, and the afanc then make another Strength check with a –4 penalty (typical modifier +20, same target DCs). If the second Strength check succeeds, the vessel capsizes and begins to sink immediately.
Regardless of the Strength check results, every creature aboard must make a DC 25 Reflex saving throw (they may substitute a Balance check or Climb check for this Reflex save), increasing to DC 29 if the vessel capsizes. Failure means the creature takes 1d6 points of damage from being thrown about by the impact and must succeed at an additional Balance or Reflex save (DC 20, or DC 28 for capsizing vessels) to avoid being knocked prone; if the creature fails the second save by 5 or more they will be hurled overboard if they're on deck. The initial save DC is Strength-based and includes a –4 penalty if the vessel didn't capsize.
*Launches are described in Stormwrack.
Improved Grab (Ex): To use this ability, an afanc must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the afanc's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan afanc's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Whirlpool (Ex and Su): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way. The water's depth must be at least half the length of the afanc for it to form a whirlpool (minimum of 25 feet).
It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. The afanc starts on the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. When it completes the attack, its swim speed is doubled and it is 40 feet from the ship. This attack can be stopped by distractions, such as crew jumping or falling into the water (the afanc stops circling to attack them), or successful attacks by spells or missile weapons (inflicting 25% of the afanc's hit points in damage while it is circling forces it to stop whirlpooling). For every round the afanc spends circling it gains a +2 bonus to AC and a +1 bonus on Reflex saves against creatures above the waterline due to its increasingly deep cover of water, culminating in improved cover after four rounds (+8 to AC, +8 to Reflex saves, effectively gains improved evasion against any attack to which the Reflex save bonus applies).
The whirlpool is 80 feet wide at the top, 5 feet wide at the base, and 10 to 20 feet deep. The ship at the center of the whirlpool will be dragged underwater after being in the vortex for the duration listed in the Afanc Whirlpool Ship-Sinking Table below. The captain of a properly crewed ship can make Profession (sailor) checks to delay the sinking of their vessel (DC 15 for the first round, +1 per additional round).
Afanc Whirlpool Ship-Sinking Table
Ship Size* (typical length) | Example Ship Type | Sinking Time |
---|---|---|
Colossal (80 ft. or longer) | Galley, Sailing Ship, Warship | None (Too large to sink.) |
Gargantuan (40 ft. to 80 ft. long) | Longship* | 1d4+4 rounds |
Huge (20 ft. to 40 ft. long) | Keelboat*, Launch** | 1d3+2 rounds |
Large (10 ft. to 20 ft. long) | Dugout** | 1d2+1 rounds |
Medium or smaller (10 ft. or less) | Rowboat | 1 round |
**This ship type is described in Stormwrack.
Creatures in the water that are smaller than the afanc might take damage from the whirlpool or be caught in its vortex if they touch or enter the whirlpool. The creature must succeed on a DC 29 Reflex save when they come into contact with the whirlpool or take 2d8 bludgeoning damage. They must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the whirlpool cannot move except to go where the current carries them or to escape its vortex. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool's volume.
An afanc's whirlpool ability is partially magical. Casting dispel magic on the afanc causes the whirlpool to form at half its normal speed. A break enchantment that succeeds against a DC of 11 + the afanc's Hit Dice completely collapses the whirlpool and slows the afanc to its normal speed, but it may just start forming a new whirlpool. A mage's disjunction automatically collapses the whirlpool.
Skills: An afanc 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.
*An afanc has a +5 racial bonus on Disguise checks when pretending to be a whale.
In Zakhara
These monster fish are called gawwar samakat in Zakhara's common tongue of Midani. They are a well-known menace to shipping and people who work on the water. Most inhabitants of the Land of Fate do not know they are called afanc in "unenlightened regions" such as Faerûn. Gawwar samakat eggs can sometimes be bought and sold in the luxury shops and markets of Zakhara's many cities.
Afanc Young
Large Magical Beast (Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (1d8+6)
Full Attack: Bite +10 melee (1d8+6); or 2 flippers +8 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, youthful whirlpool
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 23, Dex 13, Con 18, Int 6, Wis 13, Cha 10
Skills: Listen +5, Spot +5, Swim +14
Feats: Multiattack, Power Attack
Environment: Warm aquatic
Organization: Solitary, pair, or pack (3–18)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral (often evil)
Advancement: 6–8 HD (Large); 9–14 HD (Huge)
Level Adjustment: —
A huge heavy-bodied fish several times longer than a human is tall, dull gray in color and covered in large scales. Its forefins are longer and more flexible than most fishes.
Young afanc live in freshwater, usually major rivers or large lakes. Like adult afanc they can breathe air as well as water, so can survive in waters too foul or unoxygenated for a normal fish to breathe if they can find enough to eat. Afanc are much more social when young and usually swim in the company of other afanc of the same age, usually siblings from the same clutch of eggs. They are reluctant to associate with afancs a lot bigger than themselves, especially unrelated ones, since larger afancs might decide they'd make better meals than hunting companions. Afanc are far more independent than wolves and a group of young afance does not have a "command hierarchy" as such, but still cooperates efficiently to hunt prey and fight off enemies or rivals.
Older afanc start to develop heavy blocky heads that resemble the adult's and their fins grow proportionally larger and more powerful. Their heads eventually become sturdy enough to be used as a weapon, allowing adolescent afancs to ram opponents and capsize boats or even ships. Once fully grown afancs abandon their pack mates and move out to sea, becoming solitary creatures.
A typical young afanc is around 12 to 15 feet long and weighs 800 to 2,000 pounds. Afanc smaller than that don't attack people. A newly hatched afanc is about a foot long and a pound in weight.
Combat
Young afanc hunt in packs. They will use organized tactics such as flanking attacks or having one of their number pretend to be an "injured giant fish" to lure fishermen or other predators into an ambush. Young afanc can cooperatively create whirlpools and often use this ability to sink small watercraft in order to attack the occupants. Older adolescent afanc can also ram vessels in a bid to capsize them, they rarely use this attack on anything larger than a keelboat.
Improved Grab (Ex): To use this ability, an afanc must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes crushing damage equal to the afanc's bite attack plus 4 points (6 if Huge) of acid damage per round from the afanc's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points (20 if Huge) of damage to the gizzard (AC 13, AC 14 for Huge). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large afanc's interior can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents; a Huge afanc can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine opponents.
Youthful Whirlpool (Ex and Su): A group of young afanc can create a whirlpool by swimming in closer and closer circles around its target. This requires six or more Large Afanc or two or more Huge Afanc. If the number of participating afanc ever drops below the minimum required (six Large or two Huge) the whirlpool immediately collapses. Afanc packs will usually attack craft between 30 feet and 60 feet in length in this way. The water's depth must be at least half the length of the largest young afanc for them to form a whirlpool (minimum of 10 feet).
It takes the young afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. The afanc starts on the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. When they complete the attack, their swim speed is doubled and they are 40 feet from the ship. This attack can be stopped by distractions, such as crew jumping or falling into the water (the afanc stops circling to attack them), or successful attacks by spells or missile weapons (inflicting 25% of an afanc's hit points in damage while it is circling forces it to stop whirlpooling). For every round the afanc spends circling they gain a +2 bonus to AC and a +1 bonus on Reflex saves against creatures above the waterline due to the increasingly deep cover of water, culminating in improved cover after four rounds (+8 to AC, +8 to Reflex saves, effectively gains improved evasion against any attack to which the Reflex save bonus applies).
The whirlpool is 80 feet wide at the top, 5 feet wide at the base, and 10 to 20 feet deep. The ship at the center of the whirlpool will be dragged underwater after being in the vortex for the duration listed in the Afanc Whirlpool Ship-Sinking Table below. The captain of a properly crewed ship can make Profession (sailor) checks to delay the sinking of their vessel (DC 15 for the first round, +1 per additional round).
Afanc Whirlpool Ship-Sinking Table
Ship Size* (typical length) | Example Ship Type | Sinking Time |
---|---|---|
Colossal (80 ft. or longer) | Galley, Sailing Ship, Warship | None (Too large to sink.) |
Gargantuan (40 ft. to 80 ft. long) | Longship* | 1d4+4 rounds |
Huge (20 ft. to 40 ft. long) | Keelboat*, Launch** | 1d3+2 rounds |
Large (10 ft. to 20 ft. long) | Dugout** | 1d2+1 rounds |
Medium or smaller (10 ft. or less) | Rowboat | 1 round |
**This ship type is described in Stormwrack.
Creatures in the water that are smaller than the afanc might take damage from the whirlpool or be caught in its vortex if they touch or enter the whirlpool. The creature must succeed on a DC 25 Reflex save when they come into contact with the whirlpool or take 2d6 bludgeoning damage. They must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Creatures trapped in the whirlpool cannot move except to go where the current carries them or to escape its vortex. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The afanc can have only as many creatures trapped inside the whirlpool at one time as will fit inside the whirlpool's volume.
An afanc's whirlpool ability is partially magical. Casting dispel magic on the afanc causes the whirlpool to form at half its normal speed. A break enchantment that succeeds against a DC of 20 completely collapses the whirlpool and slows the afanc to its normal speed, but it may just start forming a new whirlpool. A mage's disjunction automatically collapses the whirlpool.
Skills: An afanc 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.
Advanced Young Afanc
If an afanc advances to 9 Hit Dice it becomes Huge size and gains the Capsizing Collision special attack described below.
Capsizing Collision (Ex): As a full-round action, a submerged Huge young afanc can swim up to double speed (80 feet) and crash into a waterborn target. The afanc must move at least 30 ft. and end in the target's space. This attack deals 2d6+10 points of damage. If the target is a creature it can attempt either an attack of opportunity or a DC 24 Reflex save for half damage. The save DC is Strength-based.
If it crashes into a vessel, a Huge young afanc makes a Strength check with a +8 size bonus (total modifier +18 for a typical advanced afanc) against a DC based on the vessel: rowboat DC 18, launch* DC 26, keelboat DC 30, sailing ship or longship DC 38, warship DC 42, or galley DC 45. If the Strength check succeeds, the collision does an additional 2d6 damage (4d6+10 in total), and the afanc then make another Strength check with a –4 penalty (typical modifier +14, same target DCs). If the second Strength check succeeds, the vessel capsizes.
Should an advanced young afanc with 9 or more Hit Dice be Large size the collision damage is 1d8 + Strength modifier. It has a +4 size bonus on the Strength check against vessels and does an additional 1d8 damage if it succeeds. Medium size or smaller afanc cannot perform capsizing collisions.
*Launches are described in Stormwrack.
A typical Huge afanc has the following statistics.
Afanc Adolescent (NE Huge Magical Beast; Hit Dice: 9d10+54 (103 hp); Init: +0; Speed: Swim 40 ft. (8 squares); AC: 17 (–2 size, +9 natural), touch 8, flat-footed 17; Base Attack/Grapple: +9/+27; Attack: Bite +17 melee (2d6+10); Full Attack: Bite +17 melee (2d6+10) and 2 flippers +15 melee (1d6+5); Space/Reach: 15 ft./10 ft.; Special Attacks: Capsizing collision, improved grab, swallow whole, whirlpool; Special Qualities: Amphibious, low-light vision, scent; Saves: Fort +12, Ref +6, Will +4; Abilities: Str 31, Dex 11, Con 22, Int 6, Wis 13, Cha 10; Skills: Listen +7, Spot +7, Swim +18; Feats: Multiattack, Power Attack, Third feat, Fourth feat; CR: 7)
Adolescent afancs are generally 25 to 30 feet long and weigh 3 to 8 tons.
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