Skyfish (3.5e Creature)

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This creature type is intended to be used as part of the Fortress Celestia Campaign Setting as a form of the aiar creature subtype.

Skyfish (Least Aiar)
Size/Type: Small Outsider (Celestial, Least Aiar)
Hit Dice: 1D3 (2 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 14 (+1 size, +1 deflection, +2 dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: claw (0 hp)
Full Attack: 6 claws (0 hp) + 1 bite (1d4-3 hp)
Space/Reach: 5 ft./0 ft.
Special Attacks: Attach
Special Qualities: Least Aiar Traits, Skyfish mission - specific traits
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 3, Dex 15, Con 15, Int 2, Wis 16, Cha 10
Skills: Listen +6, Move Silently +12, Spot +2, Silver Sea Navigation +12
Feats: Alertness
Environment: Lower layers of Fortress Celestia, Plane of Ideological Conflict
Organization: solitary, patrol (3-8), swarm (10-200)
Challenge Rating: 1
Treasure: none
Alignment: Always Lawful Good
Advancement: 1-3 HD (small), promotion
Level Adjustment: +2
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More information...

As you watch the swarm of lights, a smaller swarm of creatures looking like a cross between a dragonfly and an eel fly through the air and encircle the points of light, and the ball of creatures drifts to the side, passing through the wall.

Skyfish are elongated flying beings up to three feet long. Wings line the sides of their body, and six legs ending in a single claw hang from their lower surface.

Combat[edit]

Skyfish have little interest in combat. If one witnesses a glow or another Least Aiar under attack, they will attempt to help it escape. Once engaged, they will use any means at their disposal to discourage or evade opponents and return their charges safely to their destination.

Attach (Ex): If a skyfish hits with two claws on opposite sides, it gains +4 to hit with its next bite attack, and can also attempt to grapple the opponent by wrapping itself like a constrictor. Success means the opponent must make a strength check to overcome the grip. If the opponent is larger and stronger than the skyfish but fails the check it will still escape immediately but will either trip, drop a weapon, or loose its remaining actions that round. A smaller opponent like a pixie must break the grip or wait for the skyfish to release it.

Traits[edit]

Least Aiar have all outsider features and traits, except for the following: Least Aiar are incorporeal and do not use armor, shields, weapons, or other equipment. They cannot reproduce by any means except recruitment and promotion. When slain, the incorporeal bodies of least aiar disintegrate, reforming as a whisp after 2 - 24 hours if inside Fortress Celestia. Least Aiar are fragile creatures with fewer hit points, often just 1 or 2, than other outsiders. They do not always follow the usual outsider rules for skills. Least Aiar have an innate ability to sense alignment and summon other aiar nearby.

Aiar Alignment Sense (Su): Skyfish can sense good, evil, and base emotions including aggression up to 20 feet away; strongly good or strongly evil beings and effects such as pit fiends or a holy place, can be detected up to a mile away; skyfish do not sense the good or evil directly, only a sense that something dangerous is in a certain general direction.

Summon Aiar (Sp): A skyfish can cast 'summon aiar' once an hour with a 50% chance of success. Roll 1d6 to see what shows up: 1-3: 1d3 skyfish; 4-5: a hand of whisps; 6: a fey'iar.

A patrol of skyfish casting together has a 70% chance of success. Roll 1d6: 1-3: 1d3 patrols of skyfish; 4-5: a swarm of whisps; 6: a band of fey'iar.

A swarm of skyfish casting together has a 90% chance of success. Roll 1d6: 1-3: 1d3 swarms of skyfish; 4-5: a swarm of whisps; 6: a tribe of fey'iar.

Create Glow (Sp): Skyfish encountering someone who has just died (within 1 turn of death) on the Plane of Ideological Conflict can cause the soul to become a glow rather than travelling to the Court of the Dead.

Glow Detection (Su): Skyfish can sense the presence of recent death or a lost glow or whisp up to a mile away.

Herd Glow (Ex): An individual skyfish can herd up to 1-6 glows or whisps at one one time; a patrol of skyfish can herd 1 swarm of glows or whisps. Glows and whisps are instinctively drawn to skyfish; the skyfish herd swarms by flying circles around the swarm; in this mode, the swarm moves at just 10 ft per round but can keep it up for a long time, travelling at a rate of 20 miles per day.

Teleport (Sp): Once per day, a skyfish cast teleport without error, transporting itself and up to 50 glows or 12 other creatures within a 5 - foot square to any other location within a given region of a plane not protected against teleporting into the area.

Lifecycle and Advancement[edit]

Skyfish start life at about 18 inches long and can grow to nearly 4 feet. As a skyfish gains spiritual power from being in the presence of goodness or from its own good deeds, it grows in size. After a skyfish has retrieved a few thousand glows, it is allowed to 'retire' as a lesser aiar. Least aiar can only earn XP from good or selfless acts.



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