Archer Fish (3.5e Monster)
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|Size/Type:||Small Magical Beast (Aquatic)|
|Hit Dice:||1d10 (5 hp)|
|Speed:||Swim 40 ft. (8 squares)|
|Armor Class:||15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12|
|Attack:||Spit +4 Ranged (1d6/x3)|
|Full Attack:||Spit +4 Ranged (1d6/x3)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Dark Vision 60 ft.|
|Saves:||Fort +2, Ref +5, Will +0|
|Abilities:||Str 5, Dex 17, Con 11, Int 2, Wis 5, Cha 6|
|Skills:||Listen +2, Spot +2|
|Feats:||Point Blank Shot|
|Organization:||Solitary or School (6-30)|
|Advancement:||2-3 HD (Medium)|
"Abner...git the preacher. Thet carp done shot me!"
Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large Perch that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the redneck fishermen being shot by them.
The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area (or seems threatening enough that the fish decides to flee).
Spit (Su): The Archer Fish can spit arrows of force. Stats are identical to a Small Longbow, and firing it under water, or at opponents out of the water doesn't provide any penalties to the attack/damage rolls. These 'arrows' do Force damage as opposed to physical damage.
Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.