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Pathfinder

Compendium

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Sahuagin

This scaly Humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.

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.

Special Abilities

Blood Frenzy (Ex) 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.

Speak with Sharks (Su) A Sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as come here, defend me, or attack this target.

Attributes

Sahuagin

CR 2

  • XP

    600
  • Le Medium Monstrous Humanoid (Aquatic)
  • Init

    +1;

    Senses

    Blindsense 30 Ft., Darkvision 60 Ft.;Perception +6
  • DEFENSE

  • AC

    16, touch 11, flat-footed 15 (+1 Dex, +5 Natural)
  • hp

    15(2d10+4)
  • Fort

    +4,

    Ref

    +4,

    Will

    +4
  • Weaknesses

    Light Blindness
  • OFFENSE

  • Speed

    30 Ft., Swim 60 Ft.
  • 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)
  • Special Attacks

    Blood Frenzy
  • STATISTICS

  • Str

    14,

    Dex

    13,

    Con

    14,

    Int

    14,

    Wis

    13,

    Cha

    9
  • Base Atk

    +2;

    CMB

    4;

    CMD

    15
  • Feats

    Great Fortitude,
  • Skills

    Handle Animal +1 Perception +6 Ride +6 Stealth +6 Survival +6 Swim +15
  • Languages

    Aquan, Common; Speak With Sharks
  • ECOLOGY

  • 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)