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Fogfisher

Fogfishers are rarely encountered less than a mile above the ground, preferring instead to drift high in the atmosphere in clusters that look like drifting fog banks. Only when their favored foods—birds, bats, and other tiny flying creatures—grow scarce do fogfishers descend to feed. Fogfishers trapped in enclosed areas, such as subterranean caverns, might be forced into such tactics.

A fogfisher appears as an ovoid mass of pulsing, translucent flesh from which dangle dozens of spike-tipped tendrils. When it attacks, the fogfisher launches a harpoon-like hook. By injecting victims with its buoyant drifting toxin, a fogfisher can reel in creatures much larger than its typical vermin prey.

Recall Knowledge - Aberration (Occultism): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

FogfisherCreature 4

Rare Large Aberration 
Source Pathfinder #214: The Broken Palace pg. 85
Perception +13; mist vision
Languages Sussuran; (can't speak any language)
Skills Acrobatics +12, Athletics +10, Stealth +11
Str +2, Dex +4, Con +2, Int -3, Wis +5, Cha +0
Mist Vision The fogfisher ignores the concealed condition from fog and mist.
AC 20; Fort +8, Ref +12, Will +13
HP 50; Immunities acid; Resistances bludgeoning 5; Weaknesses silver 5, slashing 5
Fog Aura (air, aura, primal) 15 feet. The fogfisher constantly exudes an aura of fog. All creatures within the aura become concealed, and all creatures outside the fog become concealed to creatures within it. Fog Rupture If a fogfisher takes damage from a critical hit, it must succeed at a DC 16 flat check or the sac that produces its fog aura ruptures. This causes its fog aura to dissipate at the start of the fogfisher's next turn. The fogfisher is then slowed 1 for 24 hours, after which it recovers and produces its fog aura again.
Speed 10 feet, fly 25 feet
Melee [one-action] tendrils +12 [+8/+4] (agile, finesse), Damage 2d4+4 piercing plus 1d4 acidRanged [one-action] harpoon hook +12 [+7/+2] (propulsive, range increment 30 feet), Damage 2d6+3 piercing plus Grab and drifting toxinDrifting Toxin (poison, primal) Saving Throw DC 21 Fortitude; Maximum Duration 10 minutes; Stage 1 the creature becomes buoyant in the air and is treated as a Tiny creature for the purposes of wind effects and being pulled by the fogfisher's harpoon; if the creature falls, it drifts gently to the ground (1 round); Stage 2 as stage 1 plus enfeebled 1 (1 minute)Reel In [one-action] (manipulate) Requirement The fogfisher has a Tiny creature grabbed with its harpoon; Effect The fogfisher retracts its harpoon, pulling the grabbed creature toward it. The grabbed creature must attempt a DC 21 Fortitude save.
Critical Success The fogfisher fails to move the creature.
Success The fogfisher pulls the creature 5 feet closer.
Failure The fogfisher pulls the creature up to 30 feet closer.
Critical Failure The fogfisher pulls the creature to an adjacent space.
Rip Out [one-action] Requirement The fogfisher has a creature grabbed with its harpoon; Effect The fogfisher rips free its harpoon, retracting the spike and leaving a bloody hole behind. The grabbed creature is no longer grabbed and takes 3d6 persistent bleed damage (DC 21 basic Fortitude save).

Sidebar - Advice and Rules Fishers Above

The fogfisher occupies a similar ecological niche as another deadly predator of the world above—the sky fisher. Scholars have noted the similarities between these creatures, although enough differences remain to suggest the two are unrelated. It makes one wonder, though, what other predators might lurk in the cloudjungles high above the ground