Monday, February 1, 2016

Frightful Fridays! Plasma Fish (late because of the fish's shyness)

Hello, and welcome to another (late) edition of Frightful Fridays! He-Whose-Blog-I've-Have-Usurped posted this little guy up and demanded stats. I can't say no to Theodric the Obscure, but I got a little delayed by some freelance work.

I hope you enjoy this fire-spitting fish (in single adult and baby swarm varieties), and I'll see you on Friday with another monster. Thanks for reading!



This ghostly fish blends in with the ambient light. It spits out a glob of material that catches fire despite being underwater.
Plasma Fish      CR 2
XP 600
N Diminutive animal (aquatic)
Init +7; Senses blindsight 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee bite +1 (1d3-5)
Ranged plasma spit +9 (2d6 fire)
Space 1 ft.; Reach 0 ft.
Special Attacks blinding burst
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 6 (can't be tripped)
Feats Go UnnoticedAPG, Improved Initiative
Skills Perception +6, Swim +11
ECOLOGY
Environment temperate or warm water
Organization solitary, pair, or school (3–20)
Treasure none
SPECIAL ABILITIES
Blinding Burst (Ex) Instead of dealing damage with its plasma spit, a plasma fish can induce temporary blindness in its opponent. The target must succeed at a DC 13 Fortitude save or become blind for 1d6+1 round. A successful save reduces this effect to dazzled for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma fish has a maximum range of 10 feet with its plasma spit. The fire produced by this attack is unaffected by being underwater.


This collection of hundreds of ghostly fish radiates light and heat.
Plasma Fish Swarm      CR 4
XP 1,200
N Diminutive animal (aquatic, swarm)
Init +7; Senses blindsight 60 ft., low-light vision; Perception +9
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 39 (6d8+12)
Fort +7, Ref +8, Will +4
Defensive Abilities swarm traits; Immune fire
OFFENSE
Speed 5 ft., swim 40 ft.
Melee swarm (2d6 plus 1d6 fire and distraction)
Ranged 2 plasma spits +11 (2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks blinding burst, distraction (DC 15)
STATISTICS
Str 1, Dex 17, Con 14, Int 2, Wis 10, Cha 7
Base Atk +4; CMB —; CMD
Feats Go UnnoticedAPG, Improved Initiative, Iron Will
Skills Perception +9, Swim +11
SPECIAL ABILITIES
Blinding Burst (Ex) Instead of dealing damage with its plasma spit, a plasma fish swarm can induce temporary blindness in its opponent. The target must succeed at a DC 15 Fortitude save or become blind for 1d6+1 round. A successful save reduces this effect to dazzled for 1 round. The save DC is Constitution-based.
Plasma Spit (Ex) A plasma fish swarm has a maximum range of 20 feet with its plasma spit. The fire produced by this attack is unaffected by being underwater.

Plasma fish are extremely shy and usually attempt to flee from larger creatures. However, if trapped, they unleash fire that works remarkably well underwater. Plasma fish eat bioluminescent plants that they combine with enzymes to produce an inert plasma within their bodies. When they spit it out, it catches fire and burns as well as if it were in air.

Plasma fish live for 5 years, during which they lay hundreds of eggs once a year. After fertilization, they gestate for 1 month. The young plasma fish congregate into a massive swarm that collectively avoids predators, which still manage to winnow the fish down to a manageable population.

A spellcaster who uses a gland from an adult plasma fish (requiring a DC 15 Heal or Survival check to remove intact) as a spell component for a spell with the fire descriptor can cast the spell underwater with no change to the spell.