The soft, hypnotizing glow from its headstalk’s
extremity reveals the massive shape of this great fish, its hard scale armor,
bulging, blank eyes and vicious jaw full of inward–bent teeth, gaping at you.
Anglerfish, Giant (CR 5)
N Large
animal (aquatic)
Init +0; Senses
darkvision 60 ft., low–light vision; Perception +7
Defense
AC 19, touch 10, flat–footed 19 (+10 natural, –1
size)
hp 52 (7d8 + 21)
Fort +10, Ref
+5, Will +4
Defensive Abilities dual mind
Offense
Speed swim 40 ft.
Melee bite +10 (3d8+4)
Space 10 ft.; Reach
10 ft.
Special Attacks lure, swallow whole (1d10 acid damage, AC 14, 5
hp)
Statistics
Str 19, Dex 10,
Con 17, Int 2, Wis 13, Cha 2
Base Atk +5; CMB +10
(+14 grapple); CMD 20 (can’t be
tripped)
Feats Ability Focus (lure), Great Fortitude, Improved
Natural Armor, Improved Natural Attack (bite)
Skills Perception +7, Stealth +5 (+9 in the dark),
Swim +18; Racial Modifiers Stealth
+4 (+8 in the dark)
Ecology
Environment deep salt water
Organization solitary or mated individual
Treasure incidental
Special Abilities
Dual Mind (Ex): A giant anglerfish rolls twice for each saving
throw against mind–affecting spells and effects, and takes the best result.
Extended Jaw (Ex): A giant anglerfish can stretch his jaw and
stomach at great rates, allowing it to swallow whole a creature up to its same
size.
Lure (Su): As a free action, a giant anglerfish can light
the dangling lure on its forehead, forcing all creatures within a 30–foot
radius to make a DC 17 Will save or become fascinated for 1 round. Other
anglerfish and ceratioidi are immune to this effect. A creature affected by
this ability does not view the anglerfish who has fascinated it as a potential
threat until that anglerfish actually attacks– allowing it to approach without
breaking the fascination. Once a creature successfully saves against this
effect, it is immune to the same anglerfish’s lure ability for 24 hours. The
save DC is Charisma–based.
Like their
smaller cousins, giant anglerfish inhabit the depths of marine trenches where
sunlight can’t reach. Their size, however, allows them to lure and devour bigger
and sometimes sentient preys.
This
species exibits extreme sexual dimorphism: males are but Tiny, innocuous worms attached
to the female’s body, both parasitizing and fertilizing her. Though a male is
non–intelligent, this form of union is enough to render the female’s mind more
resistant to mental attacks. A non–mated female will lack the dual mind
ability. Many male anglerfish can be attached to one female, without providing
additional benefits. Detaching a male from the female’s body requires a tricky
called shot inflicting at least 5 points of damage (this damage is not
subtracted from the female anglerfish’s hit points).
Ceratioidi
often use giant anglerfish as mounts or companions. They are feared
and respected as messengers of the mysterious godling which is also the
greatest, oldest and mightiest member of their species.
The Angler Sovereign (CR 23) is an unique awakened Gargantuan giant anglerfish with 20
racial Hit Dice, 13 levels in arcanist (blood arcanist archetypeACG, Aquatic bloodlineAPG), and 6 mythic tiers in
archmageMA. As a mythic
creature, it is extremely long-lived and able to grant divine spells up to the
6th level. Its clerics gain access to the Animal, Magic and Water
domains and to the Fish* and RiversISG
subdomains.
New Subdomain: Fish
Associated Domain: Animal
Replacement Power: Add Swim to your list of class skills. In
addition, your swim speed increases by 10 feet.
The
following granted power replaces the speak with animals power of the Animal
domain.
Amphibian Being (Su): With a touch, you can give a
creature the ability to breathe water (or air, if it is a water–breathing
creature) for 1 minute per cleric level you possess. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st– touch of the seaAPG, 3rd– water breathing, 4th– ride the wavesUM.