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Pungi Ray

by Jamie Baty

BMSII 13, 14, 20
Large Animal (Aquatic)
Hit Dice: 6d8+21 (48 hp)
Initiative: +1 (+1 Dex)
Speed: swim 20 ft. (4 squares)
Armour Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d12 +4)
Full Attack: Bite +7 melee (2d12 +4)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Blend with the seabed, poison
Special Qualities: Low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 12, Con 17, Int 2, Wis 13, Cha 7
Skills: Hide +19, Listen +4, Spot +4, Swim +13
Feats: Alertness, Endurance, Toughness
Environment: Any land
Organisation: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: Standard (Gems Only)
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Often mistaken as a piece of low weed or sea grass on the bottom, the pungi ray is deadly. Each seemingly innocent green stalk is really a hard spike full of poison. Their protective coloration is excellent, and they are very difficult to spot.

Combat
Pungi rays normally stay perfectly still and allow their prey to spike themselves. Once the prey has been weakened with poison, it will attack with its bite.

Blend with the Seabed (Ex): Pungi rays may lay completely flat on the ocean's floor and blend with surrounding (an opposing Spot check vs the ray's Hide skill is needed to realise something isn't quite right). While in this state, the pungi ray cannot take any actions. Any creature moving through the pungi ray's space must make a Reflex save vs DC 16 (Con based) or suffer 5d4 damage and save vs poison from the ray's spikes. This save must be made for each 5' section of space moved through.
At any time, the ray may voluntarily move and attack normally. However if the ray has any creatures on top of it, it must succeed in a Str check vs a DC 10 + 5 per person in its space. If failed, the ray cannot move or attack that round, and must try again the next round.

Poison (Ex): Any creature affected by the pungi ray's spikes must make a Fort. save vs DC 16 (Con based) or suffer 1d4 Dex damage and 1d4 Str damage, both primary and secondary.

Skills: A pungi ray has a +16 racial bonus to all Hide skill checks. It also 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.