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The Dragon's Bestiary from DRAGON(R) issue #166 Send your PCs on a fishing trip they'll always remember by Tim Malto (C)1991 TSR, Inc. All Rights Reserved. Not many campaigns take place in a watery environment. But a party will occasionally undertake a short voyage by boat, simply to get from point A to point B. How does a DM get the PCs' feet wet without introducing a tribe of koalinths, some seawolves, or something worse? These two creatures can bring the PCs into the water in ways they least expect. <Giant Archerfish> CLIMATE/TERRAIN: [Tropical/large freshwater lakes] FREQUENCY: [Uncommon] ORGANIZATION: [Solitary] ACTIVITY CYCLE: [Day] DIET: [Carnivore] INTELLIGENCE: [Animal] TREASURE TYPE: [Nil] ALIGNMENT: [Neutral] NO. APPEARING: [90%: 1-3 adults; 10%: 5-20 young] ARMOR CLASS: [6] MOVEMENT: [Sw 20] HIT DICE: [3+3] THAC0: [17] NO. OF ATTACKS: [1] DAMAGE/ATTACKS: [2-8] SPECIAL ATTACKS: [Water jet, swallows whole] SPECIAL DEFENSES: [Nil] MAGIC RESISTANCE: [Nil] SIZE: [L (9' long)] MORALE: [Steady (11)] XP VALUE: [420] The giant archerfish is a silvery creature with heavy-looking jaws, giving it a squared-off look when seen head on. This is due to two powerfully muscled water bladders, one on either side of the head. Behind the head, the body narrows quickly to a streamlined shape with a powerful tail. The water bladders can generate a water jet once per three rounds, fired from the fish's mouth, with a range of 30'. Used by a full-grown specimen, the jet can knock a human from the deck of a ship or out of a ship's rigging. A target is treated as AC 5 regardless of actual armor class. A free-standing victim is knocked backward by the force of the jet; for every 20 lbs. less than 200 lbs. he weighs, he is forced back 1', and any victim under 200 lbs. must make a dexterity check on 4d6 to remain standing (the point is moot for a victim hurled from a ship). If the victim is grasping a support or is braced, he must make a strength roll on 3d6 to avoid being knocked back. A saving throw vs. paralysis must be made to continue grasping any hand-held item. An attack roll of 20 indicates that the victim is stunned for 1-3 rounds by the force of the jet. Once a victim is in the water, he is subject to a bite attack similar to a shark's. On a natural roll of 20, the archerfish will swallow whole any victim the size of a halfling or gnome. A swallowed character can cut his way out if he inflicts enough damage to the AC 10 interior of the fish to slay it, but he can do so only if he has a dagger or knife in hand. Meanwhile, the character suffers 1 hp damage per round due to digestive acids, and he has no air to breathe. It should also be noted that, once in the water, a victim loses all armor-class bonuses due to dexterity unless he is wearing a [ring of free action] or similar magical item, and shields cannot be used. These fish seldom come together except to spawn. Eggs are laid on the sea bottom and fertilized there. Those eggs not devoured by other predators hatch in 3-4 weeks. The young remain together in a school, ranging from 5-20 individuals, until they reach the length of about 3'; then they separate. Young archerfish have these statistics: AC 7; MV 18; HD 1+1; THAC0 19; #AT 1; Dmg 1-3; SA none effective; SZ 1-3'; XP 35. The water jet is usable upon hatching. These fish cruise near the surface and track prey by sight, following long enough to orient on course and speed. Then they break the surface in a jump and squirt their jets to bring down large insects, birds, and small water-dwelling animals. The school of young is cooperative in this hunting style until the individuals reach adulthood, when the victims rarely provide enough food for the entire school (hence the break-up). The water jets of young giant archerfish do not endanger characters, and they cannot swallow characters whole, though they could consume sprites or brownies. These fish are not territorial and travel to any place they can take down prey. They eat people only if such are available. In a pinch, giant archerfish are known to scavenge the bottoms of their shallow seas or large lakes. Giant archerfish have no interest in treasure, though an occasional item may be found in the stomach of a slain fish. They themselves are not good to eat, nor do they have any body parts known to have practical use (except as bait to catch other fish). Nor is there any use for them as components for any known spells. <Giant Damselfish> CLIMATE/TERRAIN: [Tropical and temperate/saltwater oceans] FREQUENCY: [Uncommon] ORGANIZATION: [Solitary] ACTIVITY CYCLE: [Night] DIET: [Carnivore] INTELLIGENCE: [Animal] TREASURE TYPE: [Nil] ALIGNMENT: [Neutral] NO. APPEARING: [1-2] ARMOR CLASS: [5] MOVEMENT: [Sw 18 (lunge 30)] HIT DICE: [2+4] THAC0: [17] NO. OF ATTACKS: [2] DAMAGE/ATTACKS: [1-4/1-4] SPECIAL ATTACKS: [Stunning ram] SPECIAL DEFENSES: [Nil] MAGIC RESISTANCE: [Nil] SIZE: [L (7[fra/1/2]')] MORALE: [Steady (11)] XP VALUE: [120] This fish has a bony head and a slim, dull, dun-colored body. A specially modified dorsal fin trails a streamer that vaguely resembles a humanlike female. The streamer can be folded down tightly against the body, leaving a ridge that the fish uses in swimming. Nocturnal by nature, this fish rises to the surface at night to hunt. It deploys its dorsal fin and floats with its head down and tail relaxed. Upon hearing the approach of potential prey along a shore or in a boat, it wiggles its body and flutters its dorsal fin in such a way as to mislead a viewer into thinking that a woman, either human or elf, is drowning. (The DM should secretly roll intelligence checks on 1d20 for the characters if anybody becomes suspicious. Any character who fails his check is deceived by the ploy.) Once a victim swims within 10-15', the giant damselfish lets its "lady" sink convulsively into the water. It then folds back the dorsal fin and lunges at its victim with its head. If the ram is successful, 1-4 hp damage are done to the victim. The fish then makes a second attack roll (at +2 to hit) in the same round to do 1-4 hp biting damage. It will subsequently circle and ram whenever it sees a chance. Should the fish miss its lunge, it cannot bite. A natural roll of 20 on a ram indicates the victim is stunned for 1-3 rounds, during which time the fish will automatically hit with its ram-and-bite routine twice per round (for a total of 4-16 hp damage per round, with no further chance of stunning until the victim recovers). These fish can be found in any warm, shallow ocean. They are fiercely territorial, each staking out an area of one square mile near a shipping lane and staying with it until prey no longer passes by. They come together only to mate; the male then leaves while the female carries the fertilized eggs in her body until they hatch. She then gives birth to up to 25 young that swim rapidly away to avoid being eaten by their parent. Young giant damselfish seem to gain their taste for human and demihuman flesh at adulthood, which is when the "damsel" fin is fully developed and the "fishing" instinct appears. (Sages speculate that an Arch-Mage or higher power was involved in their creation.) Adult giant damselfish are also highly aggressive and try to eat any creature that comes near them. While this ploy usually ensures a hearty meal of other fish, it's usually a disaster if the interesting creature is a shark. Damselfish do not collect treasure, though an occasional valuable item may be found in the stomach of a dead fish. Nor are these fish edible, being exceedingly tough and possessing a very strong taste. The one reason they are occasionally sought after is for their dorsal streamers, which can be used as a component in certain illusion/phantasm spells (any that use the fleece needed by a [phantasmal force] spell).> END FILE