Mephibosheth
2013-02-08, 09:47 AM
...but she has no freakin' idea what else to be!
So I ran across a song about angler fish (http://www.youtube.com/watch?v=9t7E4amWDqI) on YouTube a while ago and it's been intermittently stuck in my head ever since. Plus, my homebrew campaign setting Scroungers (http://www.giantitp.com/forums/showthread.php?t=212219), is heavily maritime so good aquatic encounters are useful. The upshot of all this is that I decided that D&D needs more angler fish. So here they are. I'm interested to hear what you think. And any input on the appropriate CR would be helpful. I think they're about right, but I'm afb right now and don't remember the formula well enough to be certain, so I'm guessing...
Angler Fish (Pseudoceratias assuetus)
Size/Type:
Tiny Animal
Hit Dice:
1/2d8 (2 hp)
Initiative:
+2
Speed:
Swim 30 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/--
Attack:
Bite +2 (1d2-4)
Full Attack:
Bite +2 (1d2-4)
Space/Reach:
2.5 ft./0 ft.
Special Attacks:
Bioluminescence
Special Qualities:
Darkvision 60 ft, blindsight 10 ft
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 3, Dex 15, Con 11, Int 2, Wis 10, Cha 2
Skills:
Swim +11
Feats:
Alertness, weapon finesse (b)
Environment:
Oceans
Organization:
Solitary
Challenge Rating:
1/4
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Angler fish are strange creatures who use dangling, bioluminescent lures on their heads to attract prey.
Combat:
Bioluminescence (Ex): As a free action, an angler fish can ignite the small iridescent light that dangles from between its eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, the 5-foot square in which the angler fish is located is brightly illuminated, with shadowy illumination stretching for an additional 5-foot radius. Additionally, all creatures within 10 feet that can see the light must succeed on a DC 10 Will save or be fascinated for as long as the light remains illuminated. The save DC is Constitution-based.
Skills: An angler 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.
Angler Fish as Familiars: A sorcerer or wizard who selects an angler fish as her familiar gains a +1 bonus on her caster level when casting the Dancing Lights, Daylight, and Light spells.
Angler Fish Swarm (Pseudoceratias accumulans)
Size/Type:
Diminutive Animal (Swarm)
Hit Dice:
3d8+2 (16 hp)
Initiative:
+3
Speed:
Swim 30 ft.
Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:
+2/--
Attack:
Swarm (1d6)
Full Attack:
Swarm (1d6)
Space/Reach:
10 ft./0 ft.
Special Attacks:
Distraction, bioluminescence
Special Qualities:
Darkvision 60 ft, immune to weapon damage, swarm traits, blindsight 30 ft, deceptive illumination
Saves:
Fort +4, Ref +6, Will +0
Abilities:
Str 1, Dex 17, Con 12, Int --, Wis 10, Cha 2
Skills:
Listen +2, Spot+2, Swim +11
Feats:
--
Environment:
Oceans
Organization:
Solitary, school (2-4 swarms)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Angler fish commonly dwell far below the surface of the ocean, where the light from the sun never pierces the gloom. However, some threat will occasionally drive them from their accustomed dark solitude and toward the surface, where they sometimes coalesce into large swarms of tiny fish for protection. Their appearance is startling; milky-white, beady eyes set above wide gaping jaws full of impossibly long, thin teeth. And above all, the dangling, dancing, tantalizing light that sits atop their face.
Combat
Distraction (Ex): Any living creature that begins its turn with an angler fish swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Bioluminescence(Ex): As a free action, the angler fish within the swarm can ignite the small iridescent lights that dangle from between their eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, the area within the swarm plus an additional 10-foot radius is brightly illuminated, with shadowy illumination stretching for an additional 10-foot radius around the swarm. Additionally, all creatures that can see the light must succeed on a DC 12 Will save or be fascinated for as long as the swarm’s lights remain illuminated. The save DC is Constitution-based.
Deceptive Illumination (Ex): When their lights are illuminated, an angler fish swarm can alter the patterns of light to deceive its foes. To do so, some swarms douse some of their lights while keeping others lit and convince enemies that their mass is concentrated where in fact there are fewer fish. Other swarms illuminate all of their lights at once before dousing them and moving quickly, convincing their foes to follow their afterimage while the swarm escapes into the dark. Either way, the swarm can activate this ability at will as a free action. While this ability is active, the swarm takes normal damage from area of effect spells and gains a +4 bonus on Reflex saves. Additionally, it gains a 25% miss chance against effects that require an attack roll.
Skills: An angler fish swarm 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.
Arcanoeconomics of Angler Fish
On their own, angler fish are far too small and skittish to be a threat. However, these wondrous creatures have distinct value in certain circumstances that makes them the targets of hunters and collectors. A magic user can choose to include a dried or fresh angler fish as an optional spell component any time she casts the Dancing Lights, Daylight, or Light spells. Doing so increases the radius of bright illumination and the radius of shadowy illumination produced by the spell by 5 feet.
Cost: 10 gp each
Dire Angler Fish (Megaceratias profundis)
Size/Type:
Medium Animal
Hit Dice:
6d8+18 (45 hp)
Initiative:
+3
Speed:
Swim 30 ft.
Armor Class:
14 (+2 Dex, +2 natural armor), touch 12, flat-footed 12
Base Attack/Grapple:
+4/+8
Attack:
Bite +6 melee (1d10)
Full Attack:
Bite +6 melee (1d10)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bioluminescence, improved grab, swallow whole
Special Qualities:
Darkvision 60 ft, blindsight 30 ft, senses of the parasite
Saves:
Fort +8, Ref +7, Will +1
Abilities:
Str 10, Dex 15, Con 16, Int 2, Wis 10, Cha 2
Skills:
Swim +16
Feats:
[tdAbility focus (fascinate), weapon finesse, improved natural attack[/td]
Environment:
Oceans
Organization:
Solitary
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Combat
Bioluminescence(Ex): As a free action, a dire angler fish can ignite the small iridescent light that dangles from between its eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, a 10-foot radius around the dire angler fish is brightly illuminated, with shadowy illumination stretching for an additional 10-foot radius. Additionally, all creatures that can see the light must succeed on a DC 22 Will save or be fascinated for as long as the light remains illuminated. The save DC is Constitution-based.
Senses of the Parasite (Ex): All dire angler fish commonly encountered are female, but they are never encountered alone. Over the course of a female’s life, one or more dire angler fish males bite her on her side and, over time, are incorporated into her body, becoming parasites. Not only does this practice facilitate mating in the darkness of the deep ocean, but it grants the female uncanny awareness of her surroundings via her parasitic connection with the tiny male angler fish. A dire angler fish cannot be flanked.
Improved Grab (Ex): To use this ability, a dire angler fish must hit an opponent of up to its size 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 try to swallow the foe the following round. The dire angler fish has a +4 racial bonus on grapple checks.
Swallow Whole (Ex): A dire angler fish can try to swallow a grabbed opponent of up to its size by making a successful grapple check. The swallowed creature takes 1d8 points of bludgeoning damage and 4 points of acid damage per round from the dire angler fish's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Medium dire angler fish’s stomach can hold 1 Medium, 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.
Skills: A dire angler 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.
So I ran across a song about angler fish (http://www.youtube.com/watch?v=9t7E4amWDqI) on YouTube a while ago and it's been intermittently stuck in my head ever since. Plus, my homebrew campaign setting Scroungers (http://www.giantitp.com/forums/showthread.php?t=212219), is heavily maritime so good aquatic encounters are useful. The upshot of all this is that I decided that D&D needs more angler fish. So here they are. I'm interested to hear what you think. And any input on the appropriate CR would be helpful. I think they're about right, but I'm afb right now and don't remember the formula well enough to be certain, so I'm guessing...
Angler Fish (Pseudoceratias assuetus)
Size/Type:
Tiny Animal
Hit Dice:
1/2d8 (2 hp)
Initiative:
+2
Speed:
Swim 30 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/--
Attack:
Bite +2 (1d2-4)
Full Attack:
Bite +2 (1d2-4)
Space/Reach:
2.5 ft./0 ft.
Special Attacks:
Bioluminescence
Special Qualities:
Darkvision 60 ft, blindsight 10 ft
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 3, Dex 15, Con 11, Int 2, Wis 10, Cha 2
Skills:
Swim +11
Feats:
Alertness, weapon finesse (b)
Environment:
Oceans
Organization:
Solitary
Challenge Rating:
1/4
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Angler fish are strange creatures who use dangling, bioluminescent lures on their heads to attract prey.
Combat:
Bioluminescence (Ex): As a free action, an angler fish can ignite the small iridescent light that dangles from between its eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, the 5-foot square in which the angler fish is located is brightly illuminated, with shadowy illumination stretching for an additional 5-foot radius. Additionally, all creatures within 10 feet that can see the light must succeed on a DC 10 Will save or be fascinated for as long as the light remains illuminated. The save DC is Constitution-based.
Skills: An angler 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.
Angler Fish as Familiars: A sorcerer or wizard who selects an angler fish as her familiar gains a +1 bonus on her caster level when casting the Dancing Lights, Daylight, and Light spells.
Angler Fish Swarm (Pseudoceratias accumulans)
Size/Type:
Diminutive Animal (Swarm)
Hit Dice:
3d8+2 (16 hp)
Initiative:
+3
Speed:
Swim 30 ft.
Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:
+2/--
Attack:
Swarm (1d6)
Full Attack:
Swarm (1d6)
Space/Reach:
10 ft./0 ft.
Special Attacks:
Distraction, bioluminescence
Special Qualities:
Darkvision 60 ft, immune to weapon damage, swarm traits, blindsight 30 ft, deceptive illumination
Saves:
Fort +4, Ref +6, Will +0
Abilities:
Str 1, Dex 17, Con 12, Int --, Wis 10, Cha 2
Skills:
Listen +2, Spot+2, Swim +11
Feats:
--
Environment:
Oceans
Organization:
Solitary, school (2-4 swarms)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Angler fish commonly dwell far below the surface of the ocean, where the light from the sun never pierces the gloom. However, some threat will occasionally drive them from their accustomed dark solitude and toward the surface, where they sometimes coalesce into large swarms of tiny fish for protection. Their appearance is startling; milky-white, beady eyes set above wide gaping jaws full of impossibly long, thin teeth. And above all, the dangling, dancing, tantalizing light that sits atop their face.
Combat
Distraction (Ex): Any living creature that begins its turn with an angler fish swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Bioluminescence(Ex): As a free action, the angler fish within the swarm can ignite the small iridescent lights that dangle from between their eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, the area within the swarm plus an additional 10-foot radius is brightly illuminated, with shadowy illumination stretching for an additional 10-foot radius around the swarm. Additionally, all creatures that can see the light must succeed on a DC 12 Will save or be fascinated for as long as the swarm’s lights remain illuminated. The save DC is Constitution-based.
Deceptive Illumination (Ex): When their lights are illuminated, an angler fish swarm can alter the patterns of light to deceive its foes. To do so, some swarms douse some of their lights while keeping others lit and convince enemies that their mass is concentrated where in fact there are fewer fish. Other swarms illuminate all of their lights at once before dousing them and moving quickly, convincing their foes to follow their afterimage while the swarm escapes into the dark. Either way, the swarm can activate this ability at will as a free action. While this ability is active, the swarm takes normal damage from area of effect spells and gains a +4 bonus on Reflex saves. Additionally, it gains a 25% miss chance against effects that require an attack roll.
Skills: An angler fish swarm 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.
Arcanoeconomics of Angler Fish
On their own, angler fish are far too small and skittish to be a threat. However, these wondrous creatures have distinct value in certain circumstances that makes them the targets of hunters and collectors. A magic user can choose to include a dried or fresh angler fish as an optional spell component any time she casts the Dancing Lights, Daylight, or Light spells. Doing so increases the radius of bright illumination and the radius of shadowy illumination produced by the spell by 5 feet.
Cost: 10 gp each
Dire Angler Fish (Megaceratias profundis)
Size/Type:
Medium Animal
Hit Dice:
6d8+18 (45 hp)
Initiative:
+3
Speed:
Swim 30 ft.
Armor Class:
14 (+2 Dex, +2 natural armor), touch 12, flat-footed 12
Base Attack/Grapple:
+4/+8
Attack:
Bite +6 melee (1d10)
Full Attack:
Bite +6 melee (1d10)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bioluminescence, improved grab, swallow whole
Special Qualities:
Darkvision 60 ft, blindsight 30 ft, senses of the parasite
Saves:
Fort +8, Ref +7, Will +1
Abilities:
Str 10, Dex 15, Con 16, Int 2, Wis 10, Cha 2
Skills:
Swim +16
Feats:
[tdAbility focus (fascinate), weapon finesse, improved natural attack[/td]
Environment:
Oceans
Organization:
Solitary
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral
Advancement:
None
Level Adjustment:
--
Combat
Bioluminescence(Ex): As a free action, a dire angler fish can ignite the small iridescent light that dangles from between its eyes, producing brilliant patterns of dancing, shimmering light. When this ability is activated, a 10-foot radius around the dire angler fish is brightly illuminated, with shadowy illumination stretching for an additional 10-foot radius. Additionally, all creatures that can see the light must succeed on a DC 22 Will save or be fascinated for as long as the light remains illuminated. The save DC is Constitution-based.
Senses of the Parasite (Ex): All dire angler fish commonly encountered are female, but they are never encountered alone. Over the course of a female’s life, one or more dire angler fish males bite her on her side and, over time, are incorporated into her body, becoming parasites. Not only does this practice facilitate mating in the darkness of the deep ocean, but it grants the female uncanny awareness of her surroundings via her parasitic connection with the tiny male angler fish. A dire angler fish cannot be flanked.
Improved Grab (Ex): To use this ability, a dire angler fish must hit an opponent of up to its size 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 try to swallow the foe the following round. The dire angler fish has a +4 racial bonus on grapple checks.
Swallow Whole (Ex): A dire angler fish can try to swallow a grabbed opponent of up to its size by making a successful grapple check. The swallowed creature takes 1d8 points of bludgeoning damage and 4 points of acid damage per round from the dire angler fish's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Medium dire angler fish’s stomach can hold 1 Medium, 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.
Skills: A dire angler 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. It uses its Dexterity modifier instead of its Strength modifier for Swim checks.