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Fish; Giant Bass

by Jamie Baty

EX, RC 177
Large Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: swim 40 ft. (8 squares)
Armour Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+7
Attack: Bite +2 melee (1d6 +2)
Full Attack: Bite +2 melee (1d6 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will -2
Abilities: Str 15, Dex 13, Con 12, Int 2, Wis 6, Cha 4
Skills: Listen +0, Spot +1, Swim +10
Feats: Run
Environment: Any aquatic
Organisation: Solitary, or School (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

These oversize fish are normally shy, and generally are only aggressive if a morsel of food (halfling-size or smaller) is floating on the surface of the water.
Giant bass are quite friendly with nixies, and are often summoned by them, and will fight for them if directed to do so. The nixies feed them and watch out for them in return.
Among cultures that find the giant bass's normal-sized brethren a tasty meal, giant bass meat is considered a delicacy, although hunting one with nixies around is asking for trouble.

Combat
Giant bass usually do not fight unless they cannot flee or they are helping nixies. When they do fight, giant bass bite. Any remains of victims are usually eaten.

Skills: A giant bass has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.