| Electric Catfish, Giant Small Magical Beast (Aquatic) Hit Dice: 2d10+2 (13 hp) Initiative: +2 (Dex) Speed: Swim 20 ft AC: 15 (+1 size, +2 Dex, +2 natural) Attacks: Bite +5 melee Damage: Bite 1d4 Face/Reach: 5 ft. by 5 ft. /5 ft. Special Attacks: Electric discharge, electricity immunity Special Qualities: Scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 10, Dex 14, Con 13, Int 3, Wis 13, Cha 6 Skills: Hide +9, Listen +3, Spot +3 Feats: Weapon Finesse (bite) Climate/Terrain: Any aquatic Organization: Solitary, bunch (2-5), swarm (6-15) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium-size) 5-6 HD (Large) Electric catfish are similar to electric eels and dwell in the waters of the Nile. Of course the giant version is a bit more of a hazard. Combat Giant electric catfish start combat with a powerful electric shock. Unless they clearly have the advantage at this point they will flee and look for weaker prey. Electric Discharge (Su): Once an hour a giant electric catfish can release a burst of electricity 15 feet in diameter (water only) that does 3d8 damage (Fort save DC 12 for half). GM�s Commentary: The giant electric catfish was inspired by some information I dug up for my friend Mike�s D&D game (set along a fantasy Nile). The party hasn�t run into any electric catfish (yet), but this might change this. That bit of background aside, I�m a bit saddened that the critter became a magical beast. I can�t justify making its attack (which is fairly strong for a low end monster) extraordinary. It has to be magical in my mind. Oh well at least it boosts the hit points. I encourage DMs to raise to raise the CR a bit when using Large catfish and give it a swallow whole ability. |