Opal CarpLevel 6 Uncommon

This opal lozenge is carved with scales, and can transform into a giant fish.

Wondrous Item        1,800 gp

Power (Conjuration) Daily (Standard Action)

Use this figurine to conjure a carp with opalescent scales (see Opal Carp for statistics). There must be a body of water adjacent to you in which the carp can appear; otherwise the figurine can't be activated. As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.

While riding the carp, you breathe water as if it were air and can speak normally while underwater. The carp can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.

See Adventurer's Vault, page 180, for complete details on figurines of wondrous power.


Opal Carp
Medium natural animate (aquatic, mount)

Initiative as conjurer        Senses Perception +6
HP 11; Bloodied 5
AC 20; Fortitude 17, Reflex 19, Will 18
Speed swim 8

Slam (standard, at-will)

+6 vs AC; 1d10+4 damage.

Opal Glamer (while mounted by a friendly rider of 6th level or higher) Mount

The carp and its rider have concealment against all ranged and area attacks. When an attack misses the carp or its rider, the carp can shift 1 square as a free action.

Small Rider

A Small creature can ride the carp, even though the carp isn’t Large.

Alignment Unaligned        Languages -
Str 10 (+3)      Dex 19 (+7)      Wis 16 (+6)
Con 14 (+5)      Int 2 (-1)      Cha 10 (+3)



Published in Dragon Magazine 381, page(s) 84.