Carp, Giant (CR 8)
Gargantuan Animal (Aquatic)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, Listen +5, and Spot +5
AC: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Hit Dice: 15d8+150 (217 hp)
Fort +21, Ref +9, Will +5
Speed: Swim 30 ft.
Space: 20 ft. /15 ft.
Base Attack +11; Grapple +38
Attack: Bite +22 melee
Full Attack: Bite +22 melee and tail +17 melee (2d10 +7)
Damage: Bite 3d6 +15, tail 2d10 +7
Special Attacks/Actions: Blast of water, improved grab, swallow whole
Abilities: Str 41, Dex 10, Con 31, Int 2, Wis 6, Cha 5
Feats: Endurance, Swim-by Attack, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack
Skills: Listen +5, Spot +5, and Swim +27
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)
Climate/Terrain: Any aquatic
Treasure: Half Standard
The giant carp is a gigantic fish of the carp family. It is 50 ft. long with a large tail and a sucker mouth lined with many sharp teeth. It prowls the ocean floor scavenging for its meals, and often devours the contents of sunken ships. Any treasure it may have will be found in its gullet.
The lifespans of these creatures is immense, and some scholars believe these rare creatures have lifespans that rival those of elves. There are legends among the Undersea folk that in the deepest depths of the sea, some of the most ancient giant carp have gained both great intelligence and wisdom. These legendary carp generally enjoy remaining reclusive, but they supposedly are willingly to share their wisdom and guidance to those brave and clever enough to seek them out. These legends have never been proven true, and every so often, some young undersea resident or adventurer heads of in search of one, all too often never to be heard from again.
Giant carp are not terribly aggressive, and generally will ignore anything that keeps its distance. Anything that gets too close is likely to be considered food by the giant carp. A giant carp usually attacks with its bite and tail, and will attempt to eat anything that remotely looks like food. A giant carp will use its Blast of Water on anything that is bothering it and it determines is not food.
Blast of Water (Ex): Each round, a giant carp may create a blast of water (treat as a breath weapon) as a full round action. This blast of water is a 60 ft. cone. Victims must make a Reflex save vs DC 27 or be hurled 100 ft. back. The blast itself causes no damage, although any character hurled into a solid object suffers 6d6 damage. It is possible for the blast of water to propel victims out of the water if they are hurled in that direction.
Improved Grab (Ex): If a giant carp hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the giant carp may hold the victim and inflict bite damage automatically each round. After the hold is established, it may attempt to swallow the creature in any following round.
Swallow Whole (Ex): A giant carp can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+6 points of bludgeoning damage and 2d6 points of acid damage per round from the giant carp's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan giant carp's gizzard can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminutive or smaller opponents.
Skills: A giant carp gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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.