The Dire Angler FishSize/Type: Medium Animal
Hit Dice: 3d8+3 (16 hp)
Speed: Swim 40 ft
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Lure
Special Qualities: Blindsense 40 ft, Low-light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 12, Cha 16
Skills: Hide +9, Listen +3, Move Silently +4, Spot +8, Swim +9
Feats: Alertness, Weapon Focus (Bite)
Environment: Deep oceans
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4-7 HD (Medium), 8+ HD (Large)
Level Adjustment: ---
A dire angler fish is much like a regular angler fish except bigger and more ferocious.
A dire angler fish tends to lie in ambush in the sand and mud at the ocean floor with only its bioluminescent illicium visible. When prey approaches, it suddenly attacks.
Lure (Ex): A dire angler fish lures unwary prey with its bioluminescent illicium. As a standard action that does not provoke attacks of opportunity, it can waggle it's illicium to attract nearby foes. Any creature that can see the dire angler fish's illicium must succeed on a Will save (DC15) or become fascinated for 1d4+1 rounds. Creatures so affected must move towards the dire angler fish until they are adjacent to it or they break the fascination. The illicium is visible for 200 feet but does not shed any light and does not impose a penalty on the dire anglers fish's Hide checks. The save DC is Charisma based and includes a +1 racial bonus. This is a mind-affecting effect.
Blindsense (Ex): A dire angler fish feels the vibrations in the water to pinpoint creatures within 40 feet. Opponents still have total concealment against the dire angler fish unless it can actually see them.
Skills: A dire angler fish has a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Spot checks which is suppressed if its Blindsense is negated. 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.