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Sahagin Chief

Sahagin ChiefThis blue fish-like humanoid usually leads a pack of sahagin to raid nearby ports or ships.

Sahagin Chief (CR 3)

XP 800
LE Medium Monstruous Humanoid (Aquatic)
Init +5; Senses Darkvision 60 ft., tremorsense 30 ft.; Perception +9


AC 14 (16), touch 12 (14), flat-footed 12 (+2 armor, +2 Dex, +2 dodge in water terrains)
hp 36 (4d10+12)
Fort +6, Ref +6, Will +6
Defensive Abilities Bond of the Depths; Resist Water 5;


Speed 30 ft., Swim 60 ft.
Melee Trident +7 (1d8+4), Bite +2 (1d4+3) or 2 Claws +7 (1d4+3), Bite +7 (1d4+3)
Ranged Heavy Crossbow +6 (1d10/19-20)
Special Attacks Blood Frenzy, Water Gun


Str 16, Dex 15, Con 16, Int 15, Wis 14, Cha 9
Base Atk +4; CMB +7; CMD 19
Feats Great Fortitude, Improved Initiative
Skills Handle Animal +3, Perception +9, Ride +9, Stealth +9, Survival +9, Swim +18
Languages Aquan, Common
SQ Amphibious, Bond to the Depths, Martial Weapon Proficiency Trident, Mist Child
Gear cure potion(2), trident, heavy crossbow, 20 bolts, leather armor


Amphibious (Ex)

Sahagins have been blessed by their god, allowing them to breathe both in and out of the water making it ideal to fish and gather materials off of the sea floor for trading purposes.

Blood Frenzy (Ex)

1/day, a sahagin 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.

Bond to the Depths (Ex)

Sahagin gain a +2 dodge bonus to AC when in shallows and deep water terrain.

Martial Weapon Proficiency Trident (Ex)

Sahagins have been trained at birth to use tridents in hand to hand combat. They have been known to track and board trading ships throughout the generations and some have formed pirate crews to attack said ships.

Mist Child (Ex)

Deriving from the oceans and fog, whenever a sahagin has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Water Gun (Su)

1/day, a sahagin can shoot water out of its mouth towards a single target with an water projectile within 30 ft. The sahagin must make a ranged touch attack (+6), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 12) or be inflicted with the Drenched status effect for 1d4 rounds. This is a Int-Based save. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).