Psionic Bestiary
Hammerfish
By Scott Brocius and Mark A. Jindra

Hammerfish
Gargantuan Psionic Magical Beast (Aquatic)
Hit Dice: 24d10+144 (276 hp)
Initiative: +6
Speed: Swim 60 ft. (70 ft. with Speed of Thought)
AC: 26 (-4 size, +2 Dex, +18 natural), touch 8, flat-footed 24
Attack: Bite +34 melee
Damage: Bite 2d8+19
Face/Reach: 40 ft. by 60 ft./15 ft.
Special Attacks: Psionics, ram
Special Qualities: Blindsight
Saves: Fort +20, Ref +16, Will +9
Abilities: Str 36, Dex 15, Con 22, Int 13, Wis 13, Cha 8
Skills: Listen +19, Move Silently +18, Swim +21
Feats: Improved Initiative, Psionic Charge, Speed of Thought, Weapon Focus (bite)
Climate/Terrain: Any aquatic
Organization: Solitary or pair
Challenge Rating: 13
Treasure: None
Alignment: Usually neutral
Advancement: 25-32 HD (Gargantuan), 33-48 HD (Colossal)

Hammerfish - Artist: Scott BrociusHammerfish are very large predators that roam the deep waters of oceans and other large bodies of water. They resemble common eels but are instead 60 feet long. The creature uses its whole body to swim, while its fins are used more for turning.

Hammerfish can exist in both fresh and saltwater, and their normal prey includes anything Huge or larger (such as orcas), but they eat anything that moves if they are hungry enough.

COMBAT

Hammerfish engage in combat when they want to eat something, which is generally most of the time they are awake. Their favorite tactic is to ram larger prey and use psionics on the smaller stuff.

Psionics (Sp): 3/day -- energy barrier, mass concussion, and true concussion. Effective manifester level 14th.

Attack/Defense Modes (Sp): At will -- ego whip, id insinuation/thought shield, mental barrier.

Ram (Sp): This ability is what gave the hammerfish its name. It performs a charge attack to strike the target with its head. One can tell it is getting ready to charge, since the bony plates on its head begin to glow with psionic energy. The physical ram attack causes 4d8+13 points of damage. The energy discharged on contact causes 9d4+9 points of psionic energy damage, with a Fortitude save for half (DC 28). The hammerfish can ram up to three times a day. After it makes all three ram attacks, it can no longer use Speed of Thought or Psionic Charge.

Blindsight (Ex): By sensing vibrations and sounds in the water, the hammerfish has blindsight to an effective range of 10 feet per Hit Die.


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