Giant Archerfish

Large Animal (aquatic)
Hit Dice: 5d8 (36 hp)
Initiative: +2
Speed: Swim 50 ft.
Armor Class: 13 (+2 dex, +2 natural, -1 size), touch 11, flat-footed 11
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2)
Full Attack: Bite +4 melee (1d4+2) or spit +8 ranged touch (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spit
Special Qualities: Low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 15, Dex 15, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +11, Swim +8
Feats: Ability Focus (spit), Alertness(B)
Environment: Warm Aquatic
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A giant archerfish is a harmless looking tropical fish with a flat, vertical body covered in shining scales, though exact color and markings if any are much varied from location to location.

Giant archerfish are mighty relations to their much tinier cousins, and are a nuisance more than anything except to children and other small creatures. They tend to be found around harbors or following ships out to see, shooting out high-powered streams of water to knock their meals overboard and into the sea. They then converge, nibbling hungrily.

Combat
Giant archerfish usually hide just below the surface of the water and watch for movement to shoot their streams of water at.

Spit (Ex): A giant archerfish can spit a powerful line of water 20 feet long each round as a ranged touched attack. If they successful hit their opponent they take 1d4+2 points of damage and must succeed on a DC 16 reflex save or be knocked flying 10 feet in a direction of the archerfish's choice and fall prone. The archerfish can only push the opponent in a straight line, and the opponent can’t move closer to the archerfish than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. The save DC is Strength-based.

The archerfish cannot use this ability while more than five feet underwater, and does not damage to creatures already submerged, though they must still succeed on their save or be shoved. While shoved underwater they only move five feet and take half damage from obstacles (minimum 1).

An archerfish gains a +4 racial bonus to its spit attack.

Skills: An archerfish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to 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.