Flatfish, Gray (CR 1)

Tiny Animal (Aquatic)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision and scent


AC: 12 (+2 size), touch 12, flat-footed 12
Hit Dice: 1/2d8 (1 hp)
Fort +1, Ref +4, Will +1
Speed: Swim 10 ft.
Space: 2.5 ft./2.5 ft.
Base Attack +0; Grapple -13
Attack: Pierce +2 melee
Full Attack: Pierce +2 melee
Damage: Pierce (spines) 1d4 (can puncture leather or equivalent) and poison
Special Attacks/Actions: Poison
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Special Qualities:
Feats: Toughness
Skills: Hide +11
Advancement: None
Climate/Terrain: Temperate aquatic (River Arkhen)
Organization: Solitary or school (2-4 swarms)
Treasure/Possessions: None

Source: Converted

The gray flatfish of the River Arkhen resemble granite stones about a half-inch thick and a foot in diameter. They lie perfectly still on the bottoms of shallow streams, eating any algae or refuse that happens to drift by. Travelers wading across streams may step on these fish by accident, as they're virtually indistinguishable from stones. Pressure on the flatfish's back causes dozens of inch-long spines to become erect; the rough spines can easily penetrate shoe leather. The spines inject poison that inflicts extreme, debilitating pain lasting as long as a week.

Poison (Ex): Injury, Fortitude DC 10. Victim experiences intense pain throughout his body for next 2d4 days. During that time, he makes all attack rolls and ability checks at a -2 penalty.

Skills: A gray flatfish has a +12 racial bonus on all Hide checks.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.