FISH-MEN
QuickStat™
Medium outsider (aquatic monstrous humanoid)
HD: 3d8 (hp 16 each)
MOVE: 20 ft. (8 squares), swim 50 ft.
AC: 18
ATTACKS: Melee mwk rapier +4 (1d6+1/18–20) sneak attack +1d6
SAVES: F+3/R+5/W+5
ATT: Str 13, Dex 10, Con 13, Int 13 Wis 14, Cha 8
SPECIAL: SA- sneak attack; SQ- amphibious, horrid form, sickening ichor, slippery, trapfinding; Senses darkvision 60 ft., keen sight, light blindness; Immune poison, paralysis, Resist acid 5, electricity 10, true strike; SR 13
Fish-men are formed from sacrifices to Dagon; slithering horrors from the deepest seas of the Abyss; and ancient creatures the likes of which no living mortal has seen.
Keen Sight (Ex): Fish-men can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds fish-men for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
True Strike (Su): Once per day, a fish-man can gain a +20 insight bonus on a single attack roll. In addition, it suffers no miss chance against a target that has concealment or total concealment when making this attack.
Horrid Form (Su): Fish-men of Dagon are blatantly unnatural, with fishbelly-white and squamous flesh merged with humanoid skin. Other creatures receive a –1 morale penalty on their attack rolls against a fish-man.
Sickening Ichor (Ex): Anyone who deals piercing or slashing damage to a fish-man with a melee attack receives either a whiff or a splash of the creature’s blood. The subject must succeed on a DC 14 Fortitude save or be sickened for 1d4 rounds. (Additional exposure can lengthen the period of sickened, but does not stack with itself to become a more debilitating condition.) A successful save renders the individual immune to that particular fish-man’s ichor for 24 hours. The save DC is Constitution based.
Slippery (Ex): All fish-men of Dagon secrete an oily film that makes them difficult to grapple or snare. Webs, magical or otherwise, don’t affect them, and they can usually wriggle free from most other forms of confinement.
Tactics
The fish-men attempt to sneak attack anyone they can reach in the surprise round. After that, they work in pairs, each of which attempts to flank a foe and focus their sneak attacks until they drop a PC, before moving on to the next. The fish-men fight to the death, even going so far as to commit suicide (treat as a coup de grace) if it seems the only way to avoid capture.