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Sahagin Prince

Sahagin PrinceThis yellow fish-like humanoid wields magical spells and considers himself prince of all sahuagin. None shall prevent him from getting his crown.

Sahagin Prince (CR 5)

XP 1,600
LE Medium Monstruous Humanoid (Aquatic)
Init +8; Senses Darkvision 60 ft., tremorsense 30 ft.; Perception +9

DEFENSE

AC 16 (18), touch 14 (16), flat-footed 12 (+2 armor, +4 Dex, +2 dodge in water terrains)
hp 59 [91] (7d10+21)
mp 30
Fort +7, Ref +9, Will +7
Defensive Abilities Bond of the Land; Resist Water 5;
Weakness
Lightning

OFFENSE

Speed 30 ft., Swim 60 ft.
Melee Trident +11 (1d8+5), Bite +5 (1d4+3) or 2 Claws +10 (1d4+3), Bite +10 (1d4+3)
Ranged Heavy Crossbow +11 (1d10/19-20)
Special Attacks Blood Frenzy, Water Gun
Spells Known (FC CL 7th; Concentration +11)

At will – Elermental Orb, Detect Magic, Mending, Message
1st (DC 15) – Aero, Thunder, Water
2nd (DC 16) – Aero II, Poison, Thunder II , Water II
3rd (DC 17) – Aera, Aero III, Bio, Thundara, Thunder III, Water III, Watera
4th (DC 18) – Poisonga, Shock Spikes

STATISTICS

Str 16, Dex 18, Con 17, Int 18, Wis 15, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Combat Casting, Great Fortitude, Improved Initiative
Skills Handle Animal +7, Perception +12, Ride +14, Spellcraft +12, Stealth +14, Survival +12, Swim +21
Languages Aquan, Common
SQ Amphibious, Armored Mage, Bond to the Depths, Martial Weapon Proficiency Trident, Mist Child
Gear cure potion(2), trident, heavy crossbow, 20 bolts, leather armor

SPECIAL ABILITIES

Armored Mage (Ex)

Normally, armor of any kind interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A prince sahagin’s limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light shields.

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 (+11), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 14) or be inflicted with the Drenched status effect for 1d4 rounds. This is a Int-Based save. This is a Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).