Triple Threat – Hurlant Fish

Note: The following critter is from a dream I had. It also featured a talking catfish – but that’s not exactly useful for role-playing games.

Hurlant Poisson
First documented by Nicolas Flamel in 1397 after a fishing trip gone awry, the Hurlant Fish (“screaming fish”) is a large (about the size and shape of a blue tuna) fish with sharp, needle-like teeth over a inch long. They get their name from their ability to emit a sharply focused burst of sound from their mouth (similar to a pistol shrimp) which can stun or damage their target. Though not sapient, they are about as smart as a dog and hunt in packs (called “trumpets”) and use tactics similar to dolphins (e.g., bait balls). They can also temporarily enhance their speed, but doing so makes Stealth all but impossible as the special organs along their gills that allow them to “scream” flare out and make a shrieking noise like that of a wounded human.
Any Campaign Setting…
ST: 14             HP: 16            Speed: 6.00
DX: 13            Will: 10           Move: 8 (Water)
IQ: 4               Per: 10            Weight: 400 lbs.
HT: 12            FP: 10             SM: 0
Dodge: 10       Parry: N/A     DR: 2
Bite (15): 1d+1(2) impaling. Reach C, 1. Treat as a weapon (Striker), not as a body part.
Scream (15): 1d burning. Range 5/10; no range penalties. If this gets through DR, target
must make a HT roll (at -1 per 2 points of penetrating damage) or be stunned for (20-HT) minutes, minimum 1. If the target fails this roll by five or more or critically fails he is stunned anddeafened This attack cannot start fires and works normally underwater. The fish may choose to inflict no damage if it wishes – just roll damage normally to determine stunning and or deafness. Costs 1 FP. This ability works underwater normally.
Snout (15): 1d+2 crushing. Reach 1. Treat as a weapon (Striker), not as a body part.
Traits: Bad Temper (9); Combat Reflexes; Discriminatory Smell; Doesn’t Breathe (Gills);  Enhanced Move 0.5 (Water Speed 12; Costs Fatigue 2; Temporary Disadvantage, Noisy 4); Ichthyoid; Immunity to Sound-Based Effects; Pressure Support 2; Protected Hearing; Sharp Teeth; Subsonic Hearing; Vibration Sense (Water); Wild Animal.
Skills:  Brawling-15; Stealth-14; Survival (Open Ocean)-14.

Notes: Easily mistaken for a “normal” fish unless inspected closely. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Hurlant Poisson have a modifier of +1 or -1 if screaming.


For Dungeon Fantasy…
ST: 14             HP: 16            Speed: 6.00
DX: 13            Will: 10           Move: 8 (Water)
IQ: 4               Per: 10            Weight: 400 lbs.
HT: 12            FP: 10             SM: 0
Dodge: 10       Parry: N/A     DR: 2
Bite (15): 1d+1(2) impaling. Reach C, 1. Treat as a weapon (Striker), not as a body part.
Scream (15): 2d burning. Range 5/10; no range penalties. If this gets through DR, target
must make a HT roll (at -1 per 2 points of penetrating damage) or be stunned for (20-HT) minutes, minimum 1. If the target fails this roll by five or more or critically fails he is stunned and deafened This attack cannot start fires and works normally underwater. The fish may choose to inflict no damage if it wishes – just roll damage normally to determine stunning and or deafness. Costs 1 FP. Costs 1 FP. This ability works underwater normally.
Snout (15): 1d+2 crushing. Reach 1. Treat as a weapon (Striker), not as a body part.
Traits: Bad Temper (9); Combat Reflexes; Discriminatory Smell; Doesn’t Breathe (Gills);  Enhanced Move 0.5 (Water Speed 12; Costs Fatigue 2; Temporary Disadvantage, Noisy 4); Ichthyoid; Immunity to Sound-Based Effects; Pressure Support 2; Protected Hearing; Sharp Teeth; Subsonic Hearing; Vibration Sense (Water); Wild Animal.
Skills:  Brawling-15; Stealth-14; Survival (Open Ocean)-14.
Class: Dire Animal.

Notes: The special organs that allow them to scream can be used by casters for Sound spells, providing energy equal to one-half the fishes FP. Alchemy can be used to preserve these organs which last for one week times the character’s margin of success on his Alchemy skill roll.


For Monster Hunters…
ST: 20             HP: 22            Speed: 6.00
DX: 13            Will: 10           Move: 8 (Water)
IQ: 4               Per: 10            Weight: 400 lbs.
HT: 12            FP: 10             SM: 0
Dodge: 10       Parry: N/A     DR: 6
Fright Check: +2 (-1 if screaming)
Bite (17): 2d+3(2) impaling. Reach C, 1. Treat as a weapon (Striker), not as a body part.
Scream (17): 4d burning. Range 5/10; no range penalties. If this gets through DR, target
must make a HT roll (at -1 per 2 points of penetrating damage) or be stunned for (20-HT) minutes, minimum 1. If the target fails this roll by five or more or critically fails he is stunned and deafened This attack cannot start fires and works normally underwater. The fish may choose to inflict no damage if it wishes – just roll damage normally to determine stunning and or deafness. Costs 1 FP. Costs 1 FP. This ability works underwater normally.
Snout (17): 2d+4 crushing. Reach 1. Treat as a weapon (Striker), not as a body part.
Traits: Bad Temper (9); Combat Reflexes; Discriminatory Smell; Doesn’t Breathe (Gills);  Enhanced Move 0.5 (Water Speed 12; Costs Fatigue 2; Temporary Disadvantage, Noisy 4); Ichthyoid; Immunity to Sound-Based Effects; Pressure Support 2; Protected Hearing; Sharp Teeth; Subsonic Hearing; Vibration Sense (Water); Wild Animal.
Skills:  Brawling-17; Stealth-16; Survival (Open Ocean)-16.

Notes: Easily mistaken for a “normal” fish unless inspected closely. Affected by Path of Body. Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). Two or three fish are a fair fight for one or two champions.
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