This brown fish-like humanoid oddly enough is found in the desert. Some think they have lost their way back home and others believe they’re simply stupid.
Desert Sahagin Warrior (CR 3)
Sahagin Fighter 4
LE Medium Monstruous Humanoid (Aquatic)
Init +1; Senses Low-light vision; Perception +7
AC 17 (19), touch 11 (13), flat-footed 16 (+1 Dex, +5 armor, +1 shield, +2 dodge in desert terrain)
hp 34 (4d10+9)
Fort +6, Ref +2, Will +2
Defensive Abilities Bond of the Land; Resist Water 5, Earth 5;
Speed 30 ft., Burrow 30 ft.
Melee Trident +9 (1d8+6), bite +3 (1d4+4) or 2 claws +8 (1d4+4), bite +8 (1d4+4)
Ranged Heavy Crossbow +5 (1d10/19-20)
Special Attacks Mud Gun, Overhand Chop +10 (1d8+11)
Special Abilities Blood Frenzy, Martial Flexibility (5/day)
Str 18, Dex 13, Con 15, Int 12, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 19
Feats Power Attack, Weapon Focus (Trident)
Skills Acrobatics +7, Perception +7, Stealth +7, Survival +7
Languages Aquan, Common, and Sahagin
SQ Amphibious, Chosen Weapon +1 (Trident), Fighter Talents (Melee Defense, Melee Power)
Gear cure potion(2), trident, heavy crossbow, 20 bolts, scale mail
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 Land (Ex)
Sahagin gain a +2 dodge bonus to AC when in desert and sandy terrain.
Mud Gun (Su)
1/day, a sahagin can shoot mud out of its mouth towards a single target with an water projectile. The sahagin must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 earth damage and must make a Fortitude save (DC 12) or be inflicted with the Weighted status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).