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Talking Fishby Jamie Baty
PC1 AB 12
Tiny Magical Beast (Aquatic)
Hit Dice: 4d10 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +4/-6
Attack: Bite +4 melee (1d3 -2)
Full Attack: Bite +4 melee (1d3 -2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision, spell-like abilities
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 6, Dex 16, Con 11, Int 12, Wis 11, Cha 13
Skills: Bluff +4, Diplomacy +6, Escape Artist +6, Gather Information +4, Listen +3, Sense Motive +5, Spot +3
Feats: Negotiator, Run
Environment: Any aquatic
Challenge Rating: 1
Alignment: Usually neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: -
These intelligent fish are primarily found in Loch Eadaigh, located on the border of Darokin and Alfheim. They often are fast-talkers and a bit on the saucy side. Talking fish will often bargain for their lives if caught, though they are crafty and will look to double cross anyone they have a deal with.
Talking fish speak Sylvan and Common. Some may also speak Aquan, Fairy, and other local languages.
Talking fish avoid combat unless unable to flee. They will use their spells to try to open up an escape path, and bite only as a last resort.
Spells-like Abilities (Sp): 1/day: air breathing (variant of water breathing), charm person, levitate, mirror image, polymorph, ventriloquism. Caster Level 6th, Charisma based.
Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.