Legend of Zelda: An RPG to the Past
Reanimated by the negative energies of magic, the Skullfish and Desbreko are the animations of fish that had once died and fallen to the floor of the sea. Reanimated, they become blood-thirsty monsters, instantly swarming anything that smells like blood. They are driven only by their hunger.
N Tiny undead (aquatic, vermin)
Init +1; Senses darkvision 60 ft., watersense 60 ft.; Perception +4
AC 13, touch 11, flat-footed 12 ( +1 Dex, +2 size)
HP 4 (1d8)
Fort +3, Ref +1, Will +0
Defensive Abilities transparent; Immune vermin traits, undead traits
Speed 5 ft. , swim 30 ft.
Melee bite +3 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks entangle
Str 5, Dex 13, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB -1 ; CMD 4 (can’t be tripped)
Feats Weapon Finesse
Skills Escape Artist +11, Perception +4, Stealth +19, Swim +9; Racial Modifiers +4 Perception, +10 Escape Artist, +10 Stealth
SQ jet, transparent
A skullfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
A skullfish is nearly invisible floating in the water, due to its skeletal nature. An observer must make a successful DC 20 Perception check to notice the skullfish.
NE Large undead (aquatic, vermin)
Init +3; Senses low-light vision, see in darkness, watersense 60ft.; Perception +5
AC 17, touch 12, flat-footed 14 ( +3 Dex, +5 natural, –1 size)
HP 42 (5d10 +15)
Fort +7, Ref +7, Will +2
Resist cold 10; Immune vermin traits, undead traits
Speed 10 ft., swim 40 ft.; jet (240 ft.)
Melee bite +7 (3d6 +4 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks savage bite ( +7 melee, 2d6 +4 / 18–20), unholy blood
Str 17, Dex 17, Con 16, Int —, Wis 12, Cha 8
Base Atk +5; CMB +9 ( +13 grapple); CMD 22 (can’t be tripped)
Feats Cleave, Combat Reflexes, Power Attack
Skills Escape Artist +5, Perception +5, Stealth +3, Swim +15
Languages Abyssal, Zoran, Common (do not speak)
Savage Bite (Ex)
A desbreko can attack with its savage bite whenever it makes a successful grapple check. This attack is in place of any other action made with a successful grapple check. The bite threatens a critical hit on a roll of 18–20, and injects the target with poison as well.
Unholy Blood (Su)
A desbreko’s blood is infused with fiendish magic. Once per day, as a swift action, it can emit a night-black cloud of this foul liquid, filling a 20-foot-radius cloud if underwater, or a 20-foot-radius burst on land. In water, the blood provides total concealment for everything but a desbreko (which can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a DC 15 Fortitude save or be nauseated for 1d4 rounds—this save need be made only once per cloud. The save DC is Constitution-based.