Sahuagin
Ravenous and cruel, the sahuagin are, unfortunately, among the most prosperous oceanic races. Great cities raised by these creatures darken the deep ocean trenches, and many are the near-coastal fortresses where they launch endless raids against their air-breathing enemies who dwell in close proximity to the shore. Warlike and proud, the sahuagin rarely ally with others, and view most other aquatic races such as the aboleths, the merfolk, and their ilk as competitors. The only creatures they seem to respect and adore apart from their own kind are sharks, for in these relentless predators the sahuagin see much of themselves. A sahuagin stands 7 feet tall and weighs about 250 pounds.
Sahuagin are prone to beneficial mutations, and when a mutant is born it almost always rises to the society's nobility or rulership. The most common sahuagin mutation is an extra pair of arms (granting two additional claw attacks or the opportunity to wield more weapons). Rumors speak of the rare malenti—sahuagin who look not like sharkmen but aquatic elves, yet who share their kin's bloodlusts and cruel natures. Malenti often serve as spies and assassins for sahuagin rulers, but rumors of all-malenti tribes in isolated reaches of the sea persist.
- HP
- 15 (2d10+4)
- AC
- 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
- Speed
- 30 ft., swim 60 ft.
- Init
- +1
- Melee
- trident +4 (1d8+3), bite -1 (1d4+1) or 2 claws +4 (1d4+2), bite +4 (1d4+2)
- Ranged
- heavy crossbow +3 (1d10/19-20)
- BAB
- +2
- CMB
- +4
- CMD
- 15
- Fort
- +4
- Ref
- +4
- Will
- +4 {# monster-refactor-plan-v3.md Bucket B -- resist/immune/vulnerable were never rendered at all before defenses_for_display was wired for Monster (raw immune/weaknesses had no display line either); dr/sr/senses stay as the raw stat-block prose above/below since those already render and this avoids showing the same fact twice. #}
Weapons: Simple
Blood Frenzy — Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
- Type
- Monstrous Humanoid
- Alignment
- LE
- Size
- Medium
- Environment
- temperate or warm ocean
- Organization
- Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
- Treasure
- NPC gear (trident, heavy crossbow with 10 bolts, other treasure)
- Senses
- blindsense 30 ft., darkvision 60 ft.; Perception +6
- Languages
- Aquan, Common; speak with sharks
- Source
- Bestiary
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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Uses feat: Great Fortitude (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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