Latest NewsKefka Icon

A new update!

Home > Bestiary > Monstrous Humanoids > Sahagin Family >

Sahagin Black Mage

Sahagin Black Mage (CR 9)

XP 6,400
Sahagin Black Mage 9
LE Medium Monstrous Humanoid (Aquatic)
Init +3; Senses Darkvision 60 ft., Low-light vision; Perception +11

DEFENSE

AC 14 (16), touch 14 (16), flat-footed 11 (+3 Dex, +1 deflect, +2 dodge in water terrains)
hp 41 [64] (9d6+10)
mp 51
Fort +5, Ref +6, Will +8
Defensive Abilities Bond of the Depths, Mist Child; Resist Water 5;

OFFENSE

Speed 30 ft., swim 30 ft.
Melee Trident +6 (1d8+2), bite +1 (1d4+1) or 2 claws +6 (1d4+2), bite +6 (1d4+2)
Ranged +1 Water Power Rod +8 (1d4+5 water damage)
Special Attacks Water Gun
Special Abilities Blood Frenzy, Elemental Shield 8 (8/day), Elemental Seal (1/day), Innate Spells (1/day each, [Mage Armor, Temper]), Leviathan’s Fury
Spells Known (Black Mage CL 9th, concentration +14) [+4 water dmg]

0th (DC 15) – Dark Orb, Detect Magic, Elemental Orb, Mending, Tough of Fatigue
1st (DC 16) – Blizzard, Dark, Engulf, Mage Armor, Ruin, Shield, Sleep, Slick, Water, Water Blast
2nd (DC 17) – Blizzard II, Silence, Temper, Water II
3rd (DC 18) – Blizzara, Engulf III, Water III, Watera
4th (DC 19) – Blizzard IV, Frog, Ice Storm, Water IV
5th (DC 20) – Blindja, Waterga

STATISTICS

Str 14, Dex 16, Con 14, Int 20, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Echoing Spell, Extend Spell, Extra MP, Focused Spell, Piercing Spell
Skills Knowledge (Arcana, Dungeoneering, Geography, Local) +21, Perception +11, Spellcraft +17, Swim +14;
Languages Aklo, Aquan, Common, Draconic, Lalafellan, Numish, Sahagin
SQ Arcane Knowledge, Amphibious, Clear Mind, Dark Affliction, Focused Caster, Mage Talent (Empowered Magic, Mage Accuaracy, Spell Restraint, Spell Guard), Martial Weapon Proficiency (Trident), Spell Proficiency
Gear cure potion(4), trident, +1 water power rod, ring of protection +1

SPECIAL ABILITIES

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.

Leviathan’s Fury (Su)

1/day, Sahagin share the power of Leviathan gaining Enwater for 5 turns or until discharged on his weapon or fist. This effect deals an extra 5 points of water damage. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

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 (+7), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 19) or be inflicted with the Drenched status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).