Deep Sea Fishman (3.5e Race)
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Deep Sea Fishman
Tending to avoid others, they are fairly quiet. They prefer darker places with preference to moisture. They have sensitive ears and much more sensitive eyes. Being in bright light can make them irritable but even more non-confrontational. After a meal, they will not get hungry as quickly as other races, but the scarcity of food in the deep sea has made them prone to always searching for food. They do not care much about how they are perceived by others. Sleeping somewhere they can disguise themselves as rocks is a priority to them, they may not feel as safe indoors. Their hardy backgrounds give them courage when fighting, even if the enemy is larger than they are. Because they know if the enemy dies, dinner is served. Other races know they are food to Deep Sea Fishmen, and the Deep Sea Fishmen know that they know.
Average Height: 6'1", Average Weight: 210lbs. Features: The Deep Sea Fishmen have large, bulky bodies with slightly more slender arms and legs; almost toad-like in appearance. The have low gills that are hard to see as they slowly open and close when underwater. Their toad-like features are most notable with the shape of their head, as their long razor-like teeth (like an angler fish's) are not bare until they protrude their jaws out into their lips (like a goblin shark's) to bite unsuspecting prey. After a meal, their bellies expand to surround the prey almost like dragging a bag attached to their chest and abdomen (like a Black Swallower). Fins are sometimes notable on their arms and rarely on their backs and they have webbing between their fingers and toes, not unlike other Fish-races. Deep Sea Fishmen do not have tails. Most Common Skin Color: Mostly dark grey with patches of browns and tinges of greens. Eye Colors: Bright and vibrant colors, usually red, orange or yellow. Clothing: Deep Sea Fishmen occasionally wear nothing but usually wear clothing that only covers their fronts and sides, this helps them expose their heads and backs to assume a rocky guise when hiding. Typical Gear: Sometimes wearing bones of their favorite meals or loved ones. They equip themselves with things one might find useful in underwater situations. They tend to stray away from anything that is useless under water. They have no need for light-producing items. Posturing: The Deep Sea Fishman is sneaky and opportunistic and it shows in their posture. Slightly hunched over, it won't stop them from looking down on others. They see others as possible meals, but they know that self-preservation comes in many forms and that society can be the end of you if you bite off more of it than you can chew. When not moving, they rest, crouching to resemble a rock. They move sluggishly to reserve energy, but when battle comes they are as agile and ferocious as any other race. They sleep crouched down to resemble a rock.
All fish, including fish-related races, fear the Deep Sea Fishmen. They avoid them if possible, seeing them as bullies or predators. The Deep Sea Fishmen are hostile towards other fish-related races. The Sahuagin Shark-peoples of the Deep Sea caves and crevices are some of the only races that do not instinctively fear them, this is due to generations of territory wars where claims of hunting grounds and resources have made many casualties on either side into food for both sides. Races above the water see Deep Sea Fishmen as oddities and outcasts. Those that know their true nature are fearful, while others (some of whom may hunt Fishmen in general) see them as prizes, rarities to be caught and/or killed.
Deep Sea Fishmen tend to be Neutral. Self-servicing and more worried about their next meal than petty "morals", this race is usually simple-minded. However, there are plenty of fish in the sea and there are just as many personalities in these Fishmen, some pick up bad habits or are incredibly curious about the world above the water, while others are violent and feel superior to other races. It is said that the shy ones hide as rocks, stay as rocks and die as rocks.
The deep sea is scarce in resources and food. The Deep Sea Fishmen do not usually form societies or cultures. This is merely due to them being so spread out along the ocean floor. Rarely have they congregated to form little villages of make-shift houses, only to procreate, share tales of the hunt and good hunting spots, then go their separate ways. Often they will happen upon Sahaugin or other Fishmen, where conflict ensues. Usually they are driven away, but sometimes, more Deep Sea Fishmen will appear, called to battle by the blood in the water and can drive underwater cities to be abandoned. Fighting over hunting grounds and territory is common between themselves or other races. They hate light but love the dark; caves, basements, dungeons, crypts and the ocean itself. While they prefer the sea and other wet places, they can live anywhere but the desert or tundra.
Wastri (but, instead of humans, believing Deep Sea Fishmen are superior to all races), Procan, Kord, Nerull, Tharizdun, Hextor, Erythnul, Obad-Hai, Vecna and Lendor in that order from most common to least common.
Undercommon, All fish-related animals
Similar to traditional Fishmen names, but usually followed by an honorific title stating their biggest meal or greatest feat. Some take titles like "the Always Patient" or "the Relentless Chaser" to quickly describe their hunting patterns. Others may take titles of the name of the location of their hunting grounds like, "Hunter of the Red Crevice".
- +2 Strength, +4 Constitution
- Monstrous Humanoid (Aquatic)
- Medium: As a Medium creature, a deep sea fishman has no special bonuses or penalties due to its size.
- Deep Sea Fishman base land speed is 30 feet. They also have a swim speed of 60 feet. Can also run while swimming as long as it is in a straight line.
- Darkvision: A deep sea fishman can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a deep sea fishman can function just fine with no light at all.
- Light Sensitivity: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Fishmen for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- +4 Natural Armor
- Amphibious (Ex): Fishmen can breathe normally, both on land and in water.
- Pressure Resistance (Ex): Fishmen are immune to effects of deep water.
- Sea Floor Camouflage (Ex): Fishmen have a +8 racial bonus on Hide when concealed against a background of stone, sand or mud. They can appear as large stones and can hide even while sleeping.
- Frightful Presence (Ex): The Fishman's eyes glow red and reveal a razor-toothed grin. Fishmen's eyes can function as a Bullseye Lantern which can be activated or suppressed as a free action. Once per round, if the eyes are activated while in the dark it may make an Intimidate check to demoralize a creature within 60ft of its eyes (Fishman is treated as a large creature). If successful, an affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 Fishman’s HD + Fishman’s Cha modifier) or be Frightened for 1d6 rounds. An opponent that succeeds on the saving throw is immune to the Fishman’s frightful presence for 24 hours.
- Long Tongue (Ex): The Fishmen have a basic tentacle Feral Strike (+4 to grapple when using Long Tongue, melee range +5 ft range [this does not act as a Reach weapon], 1d4 bludgeoning melee slam attack) with Improved Grab. If the tentacle is sundered they are unable to vocalize until it is healed. Any healing that restores ability damage restores an equal number of HP to a Fishman's tongue. Any healing that a Fishman receives while at their maximum total of HP goes to his tongue. Tongue HP total is 1/5th of Fishman's total HP.
- Improved Grab (Ex): If a Fishman hits with Long Tongue (Ex) or a bite, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
- Swallow Whole (Ex): If a Fishman begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The Fishman is treated as a large creature and can swallow large creatures or smaller (even if the Fishman's size is increased). Only one creature can be swallowed at a time. A swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 1/5th of the Fishman's total HP to the stomach, or it can just try to escape the grapple. The AC of the interior of a Fishman that swallows whole is 10 + 1/2 Fishman's natural armor, with no modifiers for size or Dexterity. Once a creature exits, the stomach must be healed before another can be swallowed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. The swallowed creature, even if dead, can be regurgitated. A dead creature can be swallowed.
- Improved Bite (Ex): A Fishman's bite (1d8) is considered a large weapon. Their bites are also considered as lethal bludgeoning/piercing/slashing attacks.
- Poison (Ex): A swallowed creature must pass a Fortitude save DC against a poison attack that is equal to 10 + 1/2 Fishman's HD + Fishman's Con modifier or take 1d6 Str + 1 Con damage. The saving throw can be made every turn the creature remains swallowed. The poison's primary damage is applied every turn the creature remains swallowed. Once regurgitated or after escape, the poison's secondary damage is 2d6 Str + 2 Con damage. If a creature is killed this way or if a dead creature is swallowed, the Fishman will regenerate a body part per dead creature's HD after sleeping for the dead creature's HD/hour. The dead creature is then digested. Creatures immune to acid cannot be digested.
- Alertness: Fishmen get a +2 bonus on all Listen checks and Spot checks.
- Racial Bonus: Fishmen gain a +8 Racial Bonus to any movement-related check while swimming. This includes checks such as Tumble to move past hostile targets. Fishmen also have the ability to take 10 on any swim check that would not be considered part of an exceptional situation (I.E. A fishman cannot take 10 to escape the pull of a whirlpool).
- Automatic Languages: Common, Aquan
- Bonus Languages: Undercommon, Kuo-toan, Sahuagin, All fish-related animals
- Favored Class: Rogue, Fighter, Barbarian or Ambusher
- Level Adjustment: +2
- Effective Character Level: 3
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||55 years||75 years||+105 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||6' 1"||+2d20/inches||210 lb.||× (4d20) lb.|
|Female||5' 10"||+1d20/inches||180 lb.||× (2d20) lb.|
|Effective Character Level||3 +|
|Favored Class||Rogue +, Fighter +, Barbarian + and Ambusher +|
|Identifier||3.5e Race +|
|Level Adjustment||2 +|
|Racial Ability Adjustments||+2 Strength + and +4 Constitution +|
|Summary||A terror from the ocean depths, they hide … |
A terror from the ocean depths, they hide in stone, mud and sand to frighten and consume prey. Appearing to be stone-skinned Fishmen with frog heads, they possess light-emitting eyes, long tongues, razor-sharp teeth, protracting jaws and stomachs that can stretch to hold creatures four times their own size to be covered in stomach poison and digested. (based on Angler Fish, Goblin Shark, African Bullfrog, Stone Fish, Puffer Fish, and Black Swallower Fish)sh, Puffer Fish, and Black Swallower Fish) +
|Title||Deep Sea Fishman +|
|Type||Monstrous Humanoid +|