Drinking & Dragons


From Drinking and Dragons

Uses a generic carp and combines it with an Eye of the Deep (LoM p138)

Size/Type: Small Aberration (Aquatic)
Hit Dice: 1d8+1 (5 HP)
Initiative: +1
Speed: 5, Fly 20 (good), swim 30
AC: 14 (+2 natural, +1 dex, +1 size), touch 13, flat-footed 13)
BAB/Grp: +0/-5
Attack: Slam +0 (1d2-1)
Eye ray +2 (1d6 cold)
Full Atk: Slam +0 (1d2-1)
Eye ray +2 (1d6 cold)
Space/Reach: 5/5
SA: Baleful flash, eye ray
SQ: Darkvision 60', Carp Body
Saves: +0/+0/+2
Abilities: Str 8, Dex 13, Con 12, Int 9, Wis 12, Cha 13
Skills: Spot +4
Feats: Point Blank Shot
Environment: Aquatic, Shorelines
Organization: Singular
CR: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
LA: +2

Carp Body (Ex): A Carp of the Deep has the appearance of a normal carp, though slightly larger than most carp as well having slitted pupils. As such, they have limited ability to manipulate objects. This is betrayed, though, when the Carp of the Deep uses its eye stalk, described below. Much like an Eye of the Deep, they possess the ability to breathe both air and water.

Flight (Ex): A Carp of the Deep’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Eye Stalk: A Carp of the Deep has an eye stalk inside of its mouth. The stalk can stretch a length of 1 foot and can be used to manipulate objects much like a tentacle. A Carp of the Deep can not us its baleful flash or eye ray effectively if a eye stalk is being used to hold or manipulate an object.

Baleful Flash (Su): As a standard action a Carp of the Deep can release a flash from its eye stalk. This flash dazzles creatures in a 30' cone for 1d6 rounds unless they make a Fortitude save with a DC equal to 10 + 1/2 HD + Con modifier [11]. This ability is ineffective against creatures without sight.

Eye Ray (Su): A Carp of the Deep has the ability to shoot a ray of cold for it's eye stalk with a range of 60' as a standard action. The ray does 1d6 cold damage and an additional 1d6 cold damage for every 4 HD the Carp of the Deep possesses.