Friday, April 13, 2012

"F" is for "Frisfin"

Frisfin

No. Enc.:  1d10 (1d10)
Alignment:  Neutral
Movement:  0' (0')
  —Swim:  30' (10')
  —Fly:  120' (40')
Armor Class:  8 (or 3)
Hit Dice:  2
Attacks:  1 or 2 (1 bite, or 2 "boomerangs")
Damage:  1d4, or 1d10 / 1d10
Save:  L1
Morale:  8
Hoard Class:  VI
XP:  47

Encountered in ponds, lakes, rivers, and oases, frisfins are flat-bodied, golden fish about 2' in diameter.  Their eyes align on the same side of their heads, and serrated spurs adorn their fins.

Sluggish hunters, frisfin schools usually feed off of the scraps left by larger fish...but they will attack unsuspecting prey gathered on the water's edge.  Surprising on a 1-4 on 1d6, frisfins break the surface like living buzzsaws, slicing their targets to ribbons.  A frisfin gets 2 chances to strike, once during its own part of the combat round, and then again after all other foes have acted as it completes its flight arc and "boomerangs" back towards the water.  Each attack can be directed at different foes, as determined by the Mutant Lord. And frisfins can only go airborne every other round, as they must spend a full round re-oxygenating...meaning they attack in waves of 2-3, ensuring a constant barrage of slashing assaults.

Submerged frisfins have an Armor Class of 8, which drops to 3 during flight.

Frisfins cannot breathe or locomote on land, and only feed when their victims collapse into the drink.  And they must return to the depths after each secondary attack, or suffocate in 1d6+4 rounds.  Canny adventurers know to avoid watering holes where disc-shaped skeletons lie strewn across the terrain....

Mutations:  Aberrant Form ("Aerodynamic Body")

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