The sahuagin are horrid creatures that lurk in the oceans, ever ready to wreak devastation. These "sea devils" leave ships adrift and crewless, steal away whole villages in the dead of night, and force aquatic elves and merfolk alike to gird for war.
Sahuagin are complex beings. They have keen intellects and crave order and structure, yet they boil with barely suppressed rage and bloodlust. Even the smallest provocation can tip a sahuagin from cold and calculating schemer to murderous assailant. To stay sane and sharp in times of need, sahuagin periodically revel in bloodstained waters—those who can't satiate their bloodlust either retreat into lethargic apathy or snap and turn against their own.
As a people, sahuagin seek nothing less than total domination of the seas. Though they love to unleash doom on other intelligent species, sahuagin also live in perpetual war with their own kind. Their kings and queens encourage these petty blood feuds, seeing them as a means to feed the blood frenzy, control their numbers, and further hone their race's already considerable skills in battle.
Unlike most aquatic humanoids, sahuagin thrive at any depth or temperature. Even still, they show a marked preference for warm coastal waters—perhaps due to an abundance of both food and beings to terrorize. Sahuagin can be found anywhere from sheltered atolls to lightless trenches, from the tropics to the poles. They have even spread to the Elemental Plane of Water.
Sahuagin live under a feudal system that embodies a ruthless enforcement of order. Each sahuagin holds a position earned with its prowess and skills, and risks demotion by showing any sign of incompetence—or death for any sign of weakness. Officers and lords rule minor holdings as vassals to the barons, dukes, and princesses; kings and queens rule entire oceans from their grand palaces within cities boasting populations in the tens of thousands. Each noble sahuagin aspires to bend the others to her will and become the ruler of an oceanic empire, ushering in the inevitable age of sahuagin ascendance.
Despite their use of noble titles, sahuagin put little stock in bloodlines. Accomplishment trumps parentage, and while sahuagin take pride in relatives with influence and strength, even the offspring of royals must swim unaided. Certainly those children have more opportunities and training than others, but the ambitious daughter of a common laborer might rise to rule a barony, while the inept son of a baron could very well become the meal of his betters.
Sahuagin view other creatures through the lens of their appetites—other races live only to serve as slaves, to die in sport or battle, or to fill the belly. Sahuagin rarely ally with creatures other than their beloved sharks and the shark-like adaros, though they occasionally enslave dragon turtles and other fearsome aquatic monsters as beasts of war. They despise aquatic elves, locathahs, merfolk, and tritons, seeing them as weaklings fit only for slavery and feasting. Aboleths and krakens earn a mixture of loathing and respect, as these beings represent the greatest impediment to sahuagin dominion of the seas.
Young sahuagin are born into clutches of up to 200 eggs, which females lay in well-protected egg chambers. A single settlement typically has one chamber, but larger cities can have up to a dozen. Eggs hatch 3 months after being laid, spawning eel-like fingerlings—all teeth, jaws, and tail. Hatching provokes a violent frenzy, as the newborn fingerlings devour the smaller and weaker members of their clutch. A number of the survivors fall prey to larger predators, or are eaten by their larger siblings when they grow hungry again after their brutal first meal. Only the clever, fast, or strong survive long in the egg chambers.
Sahuagin parents return to claim their surviving young after a year has passed, recognizing their offspring by scent. Some young remain unclaimed, because their parents either have perished or cannot track down the scent. The sahuagin barracks raise such foundlings communally, thrusting them into battle as soon as they can wield a trident.
Sahuagin mature quickly. They develop arms and legs at 6 months of age, grow to around 5 feet tall within a year, and reach their adult size of 7 feet tall around their sixth year. Upon reaching maturity, sahuagin of low social standing must fend for themselves or die—those of higher status are often trained and protected long enough by their parents to become skilled and deadly warriors.
As a species, sahuagin are particularly prone to mutation. Most mutants perish in the hatcheries, but those that survive command early respect, their strange abilities seen as proof of divine favor. The most common are the fearsome four-armed sahuagin, perhaps accounting for one in 100 surviving hatchlings. Other mutations appear to arise due to environmental conditions or nearness to other species, or perhaps in response to trace contaminants in the water. Of particular note are the malenti, those sahuagin who for unknown reasons are born looking exactly like aquatic elves.
Sahuagin have long, possibly unlimited life spans, though violence claims most before they reach their thirtieth year. Some particularly fierce princes and queens have ruled for hundreds of years, however, as sahuagin's bodies don't decline with age. Particularly old sahuagin are significantly larger than their younger kin (growing into Large creatures as they age). Sahuagin of all ages despise infirmity, and attempt to excise it from their midst with atavistic, violent reactions.
Full statistics for sahuagin can be found in their <i>Bestiary</i> entry.
New Rules
The following section details rules to help represent a wide range of sahuagin.
Sahuagin Mutants
Inherent instability in sahuagin genes makes them susceptible to mutations. Not all these mutations are beneficial, and defective sahuagin rarely survive long after hatching. Sahuagin mutants that do survive and grow to adulthood command the respect and admiration of their peers, quickly rising to positions of power. Four-armed sahuagin and malenti are the most common forms of mutated sahuagin.
Four-Armed Sahuagin
These mutants have four arms, giving them two additional claw attacks. Four-armed sahuagin gain Multiattack and Toughness as bonus feats, and gain the multiweapon mastery ability. They have a base CR of 3. Four-armed sahuagin excel as barbarians, fighters, and rangers.
Malenti
A malenti resembles an aquatic elf, and receives a +4 bonus to Dexterity and Charisma, gains Deceitful and Skill Focus (Bluff) as bonus feats, and can use command as a spell-like ability three times per day (this ability works only on creatures with the aquatic subtype, representing increased telepathic influence over aquatic creatures). Additionally, a malenti's natural armor bonus decreases to +2 and the malenti loses its light blindness and natural weapons. Malenti excel as bards, oracles, rogues, and wizards.
Prehistoric Sahuagin
Also known as adacthys, these sahuagin mutants are throwbacks to a more savage epoch; they're Large, have a +7 natural armor bonus, and can speak with aquatic dinosaurs and aquatic megafauna in addition to sharks. Adacthys are usually found in the same waters as prehistoric creatures.
These sahuagin mutants have overly large maws filled with rows of shark-like teeth, as well as the fins and tail of an oversized shark. These abnormalities give them the appearance of monstrous merfolk, a base speed of 5 feet, a swim speed of 80 feet, a bite attack that deals 1d6 points of damage, and immunity to trip attempts. Shark-blooded sahuagin are typically found in sahuagin communities with an unusually high number of shark guardians or near shark breeding grounds.
These pallid, sickly looking sahuagin lack eyes, but their blindsense increases to 90 feet and they gain Blind Fight as a bonus feat. A glowing tendril protruding from a sightless sahuagin causes all sighted creatures to be dazzled while within 10 feet of the sahuagin, and allows it to use animal trance once per day as a spell-like ability. This animal trance effect is entirely visual, so it doesn't have the sonic descriptor or work on blind creatures. As sightless sahuagin are blind, they are immune to all sight-based effects and attacks, including gaze attacks. Isolated sightless sahuagin mutants arise near sites of ancient evil, and make even other sahuagin uneasy. Whole tribes of such mutants dwell in deep underwater trenches and caves, lost cities at the bottom of oceans, and cursed aquatic temples.
Spined Sahuagin
Covered in hundreds of needlelike spines, spined sahuagin can raise their piercing protrusions to impale creatures that touch them. Any creature that successfully grapples or is grappled by a spined sahuagin, or hits one with an unarmed strike or natural weapon, takes 1d4 points of piercing damage. Additionally, these mutants gain Defensive Combat Training and Improved Grapple as bonus feats. Spined sahuagin most commonly appear in depths that also serve as the hunting grounds of sea serpents, thalassic behemoths, or other massive aquatic predators.
Sahuagin Feats
The following feats are common among sahuagin.
Aquatic Advantage
Foes without a swim speed provoke attacks of opportunity from you underwater.
Prerequisites
Combat Reflexes, must have a natural swim speed.
Benefits
A creature that lacks a swim speed provokes an attack of opportunity from you when it attacks you underwater. You don't get an attack of opportunity if the attacker is under the effects of freedom of movement .
Blood Tide
In the throes of blood frenzy, you can unleash a whirlwind of claws and teeth against your foes.
Prerequisites
Combat Expertise, Greater Blood Frenzy*, base attack bonus +6, blood frenzy ability, sahuagin.
Benefits
When you make a full attack while in a blood frenzy, you can give up your regular attacks to instead make one melee attack at your highest base attack bonus against each bleeding or wounded opponent within reach. You must use a natural weapon with these attacks, and you must make a separate attack roll against each opponent. You do not need to use the same natural weapon against each opponent.
When you use Blood Tide, you also forfeit any extra attacks granted by other feats, spells, or abilities.
Greater Blood Frenzy
Your wounds move you into a deeper frenzy.
Prerequisites
Blood frenzy ability, sahuagin.
Benefits
You no longer take a penalty to AC while in a blood frenzy. In addition, if you strike an enemy with both of your claw attacks—or two or more claw attacks if you have extra limbs—while in a blood frenzy, you can rend (as the special attack), dealing an amount of additional damage equal to your claw damage plus 1-1/2 times your Strength bonus (minimum 0).
Sahuagin Spells
Sahuagin choose spells that improve their natural gifts.
Air Breathing
School: transmutation [] ()Domain:
Level: alchemist: 3; investigator: 3; bloodrager: 3; cleric: 3; oracle: 3; warpriest: 3; druid: 3; magus: 3; shaman: 3; sorcerer: 3; wizard: 3; arcanist: 3; summoner: 3; hunter: 3
Components: V, S, M/DF (flower or piece of grass)
Casting time: 1 standard action
Range: touch
Duration: 2 hours/level; see text
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: living aquatic creatures touched
The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. The spell doesn't make creatures unable to breathe water.
School: necromancy [emotion] ()Domain:
Level: cleric: 2; oracle: 2; warpriest: 2; sorcerer: 2; wizard: 2; arcanist: 2
Components: V, S, DF
Casting time: 1 standard action
Range: 20 ft.
Duration: 1 round/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Area: 20-ft.-radius emanation centered on you
As part of the casting of this spell, you must deal 1 point of piercing or slashing damage to yourself to release your blood. This causes you to take 1 point of bleed damage. While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. This is treated as blood frenzy for the purposes of other feats and effects, and doesn't stack with the effects of actual blood frenzy. If you cease bleeding, the spell immediately ends.
Gift of the Deep
School: transmutation [polymorph] ()Domain:
Level: cleric: 4; oracle: 4; warpriest: 4; sorcerer: 5; wizard: 5; arcanist: 5
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D)
Saving Throws: Fortitude negate (harmless)
Spell Resistance: yes (harmless)
Target: one non-mutated sahuagin/level, no two of which can be more than 30 ft. apart
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below. Choose one benefit for all targets of this spell. This spell has no effect on sahuagin that are already mutants or already under the effects of gift of the deep .
Four-Armed
: The sahuagin sprouts an extra pair of arms—which can be used to make claw attacks (dealing 1d4 points of damage), or to wield weapons or hold items. It gains the benefits of the Multiattack and Multiweapon Fighting feats.
Malenti
: The sahuagin's features shift to resemble those of an aquatic elf. It loses its light blindness as well as its claw and bite attacks. The sahuagin gains a +4 enhancement bonus to Dexterity and Charisma, and a +10 circumstance bonus on Disguise checks to appear to be an aquatic elf.
Prehistoric
: The sahuagin grows in size, as enlarge person . It also gains a +2 enhancement bonus to its natural armor.
Shark-Blooded
: The sahuagin's tail elongates and melds with its legs. Its mouth enlarges, increasing its bite damage by one size category (to 1d6 for a typical sahuagin). Its swim speed increases by 20 feet, but its land speed is reduced to 5 feet. The sahuagin can't be tripped.
: The sahuagin is blinded, but gains the benefits of the Blind Fight feat and blindsense with a range of 90 feet.
Spined
: Spines grow on the sahuagin's scales. Any creature that successfully grapples with it, is grappled by it, or hits it with an unarmed strike or natural weapon takes 1d4 points of piercing damage. The sahuagin also gains the benefits of the Improved Grapple feat.
Example Sahuagin
Sahuagin Agents
Agents lead the way for other sahuagin by scouting enemy patrols and hidden fortifications.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +8. Ac: 18, touch 13, flat-footed 15 (+3 Dex, +5 natural).
Hp: 34 (4 HD; 2d10+2d8+14).
Fortitude: +3. Reflex: +9. Will: +4. Defensive Abilities: evasion. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: mwk trident +8 (1d8+6), bite +2 (1d4+2) or 2 claws +7 (1d4+4), bite +7 (1d4+4). Ranged: mwk underwater heavy crossbow +7 (1d10/19-20). Special Attacks: blood frenzy, sneak attack +1d6. Strength: 18. Dexterity: 17. Constitution: 16. Intelligence: 17. Wisdom: 12. Charisma: 7.
Base Attack: +3. Cmb: +7. Cmd: 20.
Feats: Combat Expertise, Rapid Reload (heavy crossbow).
Skills: Acrobatics +10, Climb +11, Disable Device +12, Escape Artist +10, Knowledge (geography) +7, Perception +8, Ride +7, Sense Motive +8, Stealth +10, Survival +7, Swim +12.
Languages: Aquan, Common, Elven; speak with sharks. Special Qualities: rogue talents (bleeding attack +1), trapfinding +1. Combat Gear: +1 elf-bane bolts (3), +1 human-bane bolts (3), +1 merfolk-bane bolts (3), potion of cure moderate wounds. Other Gear: mwk trident, mwk underwater heavy crossbow with 20 bolts, feather token (anchor), dagger, thieves' tools, 53 gp.
Tactics
During Combat The scout shoots the appropriate bane bolts before closing to melee.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +13. Ac: 22, touch 13, flat-footed 19 (+3 armor, +3 Dex, +5 natural, +1 shield).
Hp: 52 (8 HD; 2d10+6d8+14).
Fortitude: +6. Reflex: +12. Will: +8. Defensive Abilities: evasion, trap senses +2, uncanny dodge. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: mwk dagger +10/+5 (1d4+5/19-20), mwk dagger +10 (1d4+5/19-20), bite +6 (1d4+2) or 2 claws +11 (1d4+5), bite +11 (1d4+5). Ranged: dagger +9 (1d4+5/19-20). Special Attacks: blood frenzy, sneak attack +3d6. Strength: 20. Dexterity: 16. Constitution: 12. Intelligence: 14. Wisdom: 15. Charisma: 11.
Base Attack: +6. Cmb: +11. Cmd: 24.
Feats: Double Slice, Great Fortitude, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Acrobatics +14, Bluff +11, Climb +9, Disable Device +16, Disguise +11, Intimidate +11, Knowledge (local) +8, Linguistics +8, Perception +13, Ride +7, Sense Motive +13, Stealth +19, Swim +13.
Languages: Aquan, Common, Elven, Giant, Goblin; speak with sharks. Special Qualities: rogue talents (bleeding attack +3, combat trick, fast stealth), trapfinding +3. Combat Gear: potion of cure moderate wounds, potion of invisibility. Other Gear: mwk studded leather, mwk daggers (2), daggers (4), cloak of resistance +1, stalker's mask, masterwork thieves' tools, 13 gp.
Tactics
During Combat The infiltrator darts around the battlefield, attempting to flank its opponents. If it's forced to fight alone, it instead tries to ambush its foes one by one.
Sahuagin Marauders
These sahuagin revel in their rage and blood frenzy.
Init: +2. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +7. Ac: 17, touch 12, flat-footed 15 (+2 Dex, +5 natural).
Hp: 36 (3 HD; 2d10+1d12+13).
Fortitude: +7. Reflex: +6. Will: +5. Weaknesses: light blindness.
Speed: 40 ft., swim 60 ft.. Melee: mwk harpoon +8 (1d8+6/×3), bite +2 (1d4+2). Ranged: mwk harpoon +6 (1d8+4/×3). Special Attacks: blood frenzy, rage (8 rounds/day). Strength: 19. Dexterity: 15. Constitution: 18. Intelligence: 12. Wisdom: 13. Charisma: 10.
Base Attack: +3. Cmb: +7. Cmd: 19.
Feats: Exotic Weapon Proficiency (harpoon), Greater Blood Frenzy*.
Skills: Climb +8, Handle Animal +6, Intimidate +6, Perception +7, Ride +6, Stealth +6, Survival +6, Swim +16.
Languages: Aquan, Common; speak with sharks. Special Qualities: fast movement. Combat Gear: potion of cure light wounds. Other Gear: mwk harpoon, cloak of resistance +1, silk rope (50 ft.), 280 gp.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +13. Ac: 23, touch 11, flat-footed 20 (+3 armor, +3 Dex, +7 natural, -2 rage, +2 shield).
Hp: 123 (9 HD; 2d10+7d12+61).
Fortitude: +14. Reflex: +10. Will: +10. Defensive Abilities: improved uncanny dodge, trap sense +2. Dr: 1/&mdash. Weaknesses: light blindness.
Speed: 40 ft., swim 60 ft.. Melee: +1 trident +18/+13 (1d8+13), claw +15 (1d4+4), mwk spiked heavy steel shield +18 (1d6+8), bite +15 (1d4+4). Ranged: mwk underwater heavy crossbow +13 (1d10/19-20). Special Attacks: blood frenzy, multiweapon mastery, rage (19 rounds/day), rage powers (inspire ferocity, no escape, reckless abandon +2). Strength: 26. Dexterity: 16. Constitution: 21. Intelligence: 12. Wisdom: 13. Charisma: 10.
Base Attack: +9. Cmb: +17. Cmd: 28.
Feats: Great Fortitude, Improved Initiative, Improved Shield Bash, Intimidating Prowess, Multiattack, Power Attack, Toughness.
Skills: Acrobatics +14 (+18 when jumping), Intimidate +20, Perception +13, Ride +8, Stealth +11, Swim +27.
Languages: Aquan, Common; speak with sharks. Special Qualities: fast movement. Combat Gear: potion of barkskin. Other Gear: mwk studded leather, mwk spiked heavy steel shield, +1 trident, mwk underwater heavy crossbow with 20 bolts, belt of giant strength +2, cloak of resistance +2, 1,038 gp.
Tactics
Base Statistics When not raging and not affected by barkskin, the champion's statistics are
AC 21, touch 11, flat-footed 18
hp 105
Fort +12
Will +8
Melee +1 trident +16/+11 (1d8+10), claw +13 (1d4+3), mwk spiked heavy steel shield +16 (1d6+6), bite +13 (1d4+3) or 4 claws +15 (1d4+6), bite +15 (1d4+6)
Ranged mwk heavy crossbow +13 (1d10/19–20)
Str 22
Con 17
CMB +15
CMD 28
Skills Intimidate +18, Swim +25.
Shark Speakers
Shark speakers prefer the company of vicious fish over other sahuagin.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +9. Ac: 18, touch 13, flat-footed 15 (+3 Dex, +5 natural).
Hp: 40 (4d10+18).
Fortitude: +7. Reflex: +9. Will: +5; +2 vs. ongoing effects. Weaknesses: light blindness.
Speed: 5 ft., swim 80 ft.. Melee: mwk longspear +8 (1d8+4/×3), bite +2 (1d6+3) or 2 claws +7 (1d4+3), bite +7 (1d6+3). Ranged: mwk underwater heavy crossbow +8 (1d10/19-20). Special Attacks: blood frenzy, combat style (two-handed weapon), favored enemy (elves +2). Strength: 17. Dexterity: 17. Constitution: 18. Intelligence: 14. Wisdom: 15. Charisma: 6.
Base Attack: +4. Cmb: +7. Cmd: 20 (can't be tripped).
Feats: Cleave, Power Attack, Pushing Assault.
Skills: Handle Animal +5, Knowledge (geography) +9, Knowledge (nature) +9, Perception +9, Stealth +10, Survival +9, Swim +18.
Languages: Aquan, Common; speak with sharks. Special Qualities: track +1, wild empathy +0. Combat Gear: potion of cure light wounds. Other Gear: mwk longspear, mwk underwater heavy crossbow with 20 bolts, hand of the mage, agate earring worth 25 gp, pearls (7, worth 100 gp each), 18 gp.
Tactics
During Combat The deep racer regularly uses Pushing Assault.
Init: +2. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +10. Ac: 23, touch 12, flat-footed 21 (+4 armor, +2 Dex, +7 natural).
Hp: 61 (6d10+28).
Fortitude: +8. Reflex: +10. Will: +6. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: 2 +1 claws +12 (1d6+6), +1 bite +12 (1d4+6). Ranged: mwk underwater heavy crossbow +9 (1d10/19-20). Special Attacks: blood frenzy, combat style (natural weapon), favored enemy (elves +2). Strength: 20. Dexterity: 14. Constitution: 17. Intelligence: 12. Wisdom: 13. Charisma: 12.
Base Attack: +6. Cmb: +11. Cmd: 23.
Feats: Aquatic Advantage*, Combat Reflexes, Endurance, Improved Natural Attack (claw), Toughness.
Skills: Climb +9, Handle Animal +10, Intimidate +10, Knowledge (nature) +10, Perception +10, Stealth +11, Survival +10, Swim +17.
Languages: Aquan, Common; speak with sharks. Special Qualities: favored terrain (water +2), hunter's bond (companions), track +2, wild empathy +5. Combat Gear: potion of cure moderate wounds, potion of greater magic fang, scrolls of barkskin (2), +1 elf-bane bolts (4). Other Gear: +1 studded leather, mwk underwater heavy crossbow with 20 bolts, cloak of resistance +1, bronze-and-agate pendant worth 50 gp, 9 gp.
ranger spells prepared: (CL 1st; concentration +2)
1st-hunter's howl (DC 12)
Tactics
Before Combat The shark sentry drinks its potion of greater magic fang, then reads scrolls of barkskin for itself and an ally.
Base Statistics Without greater magic fang and barkskin, the shark sentry's statistics are
AC 21, touch 12, flat-footed 19
Melee 2 claws +11 (1d6+5), bite +11 (1d4+5).
Sahuagin Priestesses
Priestesses lead ceremonies and support military actions.
Init: +0. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +13. Ac: 19, touch 10, flat-footed 19 (+4 armor, +5 natural).
Hp: 57 (6 HD; 2d10+4d8+28).
Fortitude: +7. Reflex: +4. Will: +11; +2 vs. good. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: mwk trident +10 (1d8+6), bite +4 (1d4+2). Ranged: mwk underwater heavy crossbow +6 (1d10/19-20). Special Attacks: blood frenzy, channel negative energy 3/day (DC 12, 2d6), destructive smite (+2, 7/day). Strength: 18. Dexterity: 10. Constitution: 17. Intelligence: 14. Wisdom: 18. Charisma: 11.
Base Attack: +5. Cmb: +9. Cmd: 19.
Feats: Brew Potion, Combat Casting, Toughness.
Skills: Handle Animal +3, Knowledge (religion) +11, Perception +13, Ride +4, Sense Motive +13, Spellcraft +11, Swim +16.
Languages: Aklo, Aquan, Common; speak with sharks. Combat Gear: potion of lesser restoration, wand of cure moderate wounds (11 charges). Other Gear: +1 studded leather, dagger, mwk trident, mwk underwater heavy crossbow with 10 bolts, gold unholy symbol (worth 100 gp), 317 gp.
domain spell-like abilities: (CL 4th; concentration +8)
7/day-icicle (1d6+2 cold)
cleric spells prepared: (CL 4th; concentration +8)2nd-blood in the water *, darkness, hold person (DC 16), shatter D (DC 16)
1st-bless, cure light wounds, magic weapon, protection from good, true strike D
0 (at will)-bleed (DC 14), detect magic, guidance, resistance
D domain spell; Domains Destruction, Water
Init: -1. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +12. Ac: 23, touch 8, flat-footed 23 (+7 armor, -1 Dex, +8 natural, -1 size).
Hp: 121 (9 HD; 2d10+7d8+79).
Fortitude: +13. Reflex: +6. Will: +13. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: +1 spear +13/+8 (2d6+8/×3), bite +6 (1d8+5). Ranged: mwk underwater heavy crossbow +6 (2d8/19-20). Special Attacks: blood frenzy, channel negative energy 5/day (DC 13, 4d6), destructive smite (+3, 8/day). Strength: 20. Dexterity: 9. Constitution: 26. Intelligence: 14. Wisdom: 20. Charisma: 11.
Base Attack: +7. Cmb: +13. Cmd: 22.
Feats: Combat Casting, Extra Channel, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (spear).
Skills: Intimidate +12, Knowledge (religion) +14, Perception +12, Sense Motive +17, Spellcraft +14, Swim +10.
Languages: Aquan, Common, Elven, Infernal; speak with sharks. Special Qualities: agile feet (8/day). Combat Gear: scroll of cure critical wounds. Other Gear: +1 breastplate, +1 spear, mwk underwater heavy crossbow with 20 bolts, headband of inspired wisdom +2, gold unholy symbol (worth 250 gp), 796 gp.
cleric spells prepared: (CL 7th; concentration +12)
4th-dimension door D, gift of the deep *, unholy blight (DC 19)
3rd-air breathing *, fly D, prayer, summon monster III
2nd-bear's endurance, cure moderate wounds, dread bolt (DC 17), hold person (DC 17), shatter D (DC 17)
1st-command (DC 16), cure light wounds (2), divine favor, murderous command (DC 16), sanctuary, true strike D
0 (at will)-bleed (DC 15), detect magic, guidance, read magic
D domain spell; Domains Destruction, Travel
Powerful warriors occupy the top ranks of sahuagin society.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +10. Ac: 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural).
Hp: 50 (5d10+23).
Fortitude: +6. Reflex: +7. Will: +6 (+1 vs. fear). Defensive Abilities: bravery +1. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: +1 trident +11 (1d8+7), bite +4 (1d4+2) or 2 claws +9 (1d4+4), bite +9 (1d4+4). Ranged: mwk underwater heavy crossbow +9 (1d10/19-20). Special Attacks: blood frenzy. Strength: 19. Dexterity: 16. Constitution: 17. Intelligence: 12. Wisdom: 15. Charisma: 8.
Base Attack: +5. Cmb: +9. Cmd: 22.
Feats: Greater Blood Frenzy*, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (trident).
Skills: Climb +10, Handle Animal +4, Intimidate +11, Perception +10, Ride +7, Stealth +7, Survival +6, Swim +16.
Languages: Aquan, Common; speak with sharks. Special Qualities: armor training 1. Combat Gear: potion of cure moderate wounds. Other Gear: leather armor, +1 trident, dagger, mwk underwater heavy crossbow with 20 bolts, 421 gp.
Init: +3. Senses: blindsense 30 ft., darkvision 60 ft.; Perception +13. Ac: 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +5 natural).
Hp: 101 (9d10+52).
Fortitude: +11. Reflex: +9. Will: +7 (+2 vs. fear). Defensive Abilities: bravery +2. Weaknesses: light blindness.
Speed: 30 ft., swim 60 ft.. Melee: mwk trident +17/+12 (1d8+7), claw +16 (1d4+6/19-20 plus 1d6 cold), bite +15 (1d4+4 plus 1d6 cold). Ranged: mwk underwater heavy crossbow +13 (1d10/19-20). Special Attacks: blood frenzy, weapon training (natural +1). Strength: 24. Dexterity: 16. Constitution: 21. Intelligence: 16. Wisdom: 13. Charisma: 6.
Base Attack: +9. Cmb: +16. Cmd: 32.
Feats: Blood Tide*, Combat Expertise, Greater Blood Frenzy*, Improved Critical (claw), Lunge, Multiattack, Power Attack, Weapon Focus (claw), Weapon Specialization (claw).
Skills: Climb +12, Intimidate +10, Knowledge (nobility) +12, Perception +13, Ride +14, Sense Motive +10, Swim +18.
Languages: Aquan, Common, Infernal; speak with sharks. Special Qualities: armor training 2. Combat Gear: potion of bear's endurance, potion of bull's strength, potion of cure moderate wounds. Other Gear: +1 breastplate, mwk trident, mwk underwater heavy crossbow with 20 bolts, cloak of resistance +1, frost amulet of mighty fists, 1,033 gp.
An immense gray-and-white shark glides through the water, its piercing red eyes revealing a vicious intelligence.
Encounters
Despite their penchant for brutal competitions, sahuagin are communal creatures that live and hunt in groups for their mutual good; these groups range from small raiding parties to massive underwater cities. Here are some example encounters using the various types of sahuagin presented in this section.