Tusked Skyfish
These aerial jellyfish float in the air by means of internal alchemical reactions. This lets them control the direction of their movement though much of the time they allow the wind to carry them, only adjusting their heading when they sense prey nearby and move to intercept it. They are capable of reaching altitudes as high as 30,000 feet, though they don't usually go so high as there's far less potential food at those altitudes.
Skyfish have electrical currents running through their tendrils, powered by the same alchemical processes that grant them flight, which help quickly incapacitate and capture food. The large tusk shaped horns that protrude from their bell are used for defense against larger threats, ones that are too large for its tendrils to easily capture or are resistant to the skyfish's electricity and stench spray. They can suppress these electrical currents, saving energy when not hunting and allowing them to manipulate objects or interact with other creatures safely.
Some people have found that skyfish can be used for transport, fitted with special saddles to be ridden or carry heavy loads. Their slow speed makes them poor combat mounts, but they can function for luxury transport or long distance travel with no rush. Genies in particular seem more inclined to use skyfish as beasts of burden.
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Pathfinder 2e
Tusked skyfish can be found both in the Universe and the Plane of Air, though they are not actual elemental creatures. They have a strong affinity with air however, and are able to feed off of air elementals as easily as creatures of flesh and blood.
Tusked Skyfish Creature 4 Large Aberration Air Perception +10; darkvision Skills Athletics +11 Str +3, Dex +1, Con +3, Int -4, Wis +2, Cha +1 AC 18; Fort +11, Ref +9, Will +8 HP 78; Immunities electricity Tendril Curtain (electricity) Any creature that enters a space directly below the tusked skyfish within 20-feet of it takes 1d6 electricity damage (DC 18 basic Reflex save). On a critical failure, the target is also stunned 1. Speed 5 feet, fly 20 feet Melee horn +11, Damage 2d8+5 piercing Melee tendril +11 (agile, reach 15 feet), Damage 1d4+3 slashing plus 1d6 electricity and Tendril Tangle Alchemical Flight The tusked skyfish ignores difficult terrain from flying up, and if it ends its turn airborne without taking a Fly action that round, it does not fall. Stench Spray [2 actions] (olfactory, poison) The tusked skyfish sprays a foul-smelling fluid in a 20-foot line. Non tusked skyfish creatures in that area must attempt a DC 21 Fortitude save. The tusked skyfish can't use Stench Spray again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is sickened 1 for 1 round. Failure The creature is sickened 2 for 1 minute. Critical Failure The creature is sickened 4 for 1 minute and is unconscious for the same duration. The creature can attempt Perception checks to wake up from unconsciousness as normal. Tendril Tangle As Grab, but the tusked skyfish's Grab doesn't end if it moves away. Instead, they carry the grabbed creature with them. The skyfish takes a -5-foot circumstance penalty to its Fly speed while it moves with a grabbed creature. In addition, a creature grabbed by the skyfish takes 1d6 electricity damage at the start of each of the skyfish's turns (DC 18 basic Fortitude save).
13th Age
Tusked skyfish can fly through the transition between the World and the Overworld, so some wizards (and occasionally other people) use them as mounts to make that journey more easily. Storm giants and genies may use tusked skyfish as beasts of burden to carry their baggage, but they don't serve much use as guardians to such creatures, not even as mooks, so a tusked skyfish present in a battle with such creatures is really just some set dressing and flair rather than a combatant. Actual battles featuring tusked skyfish may be a pod of them hunting for food, an opportunity strike where the skyfish attempts to pluck some prey from a different battle, or humanoids who have captured one as something like a flying, electrified hunting dog.
Tusked Skyfish 4th level troop [large aberration] Initiative: +6 Big Tusk +8 vs. AC – 14 damage. Natural 14+: The target pops free from the tusked skyfish. CQ: Lightning Tendrils +9 vs. PD (1d2 nearby enemies) – 6 lightning damage. Any Hit: Unless the target succeeds at an immediate normal save (11+), the tusked skyfish can grab them and pull them next to itself. It can have up to four targets grabbed at a time, but only one enemy takes the 5 points of automatic lightning grab damage. CQ: Stench Spray +9 vs. PD (1d3+1 nearby enemies in a group) – 2 poison damage and the target is dazed (save ends). Natural 16+: The target is stunned instead of dazed (easy save ends, 6+). When the target saves against being stunned, they become dazed (save ends). Limited Use: 1/battle. Recharges the first time the escalation die reaches 6. Flight: Tusked skyfish fly slowly, but unlike the jellyfish they resemble they do have control over their direction and speed and are not dependent on the wind to move them. Tendril Curtain: Each enemy that moves to engage the tusked skyfish or starts its turn engaged (but not grabbed) with the skyfish must succeed on an immediate normal save (11+) or take 4 lightning damage. Resist Lightning 16+: When a lightning attack targets the tusked skyfish, the attacker must roll a natural 16+ or the attack deals only half damage. AC 18 PD 17 MD 13 HP 74









