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Sahagin Chemist


Sahagin Chemist (CR 4)

XP 1,200
Sahagin Chemist 4
LE Medium Monstrous Humanoid (Aquatic)
Init +2; Senses Darkvision 60 ft., Low-light vision; Perception +8


AC 14 (16), touch 12 (14), flat-footed 12 (+2 armor, +2 Dex, +2 dodge in water terrains)
hp 30 [44] (4d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities Bond of the Depths, Mist Child; Resist Water 5;


Speed 30 ft., swim 30 ft.
Melee Trident +6 (1d8+2), bite +5 (1d4+1) or 2 claws +5 (1d4+2), bite +5 (1d4+2)
Special Attacks Bomb +6 (2d6+3 fire damage, DC 15 Reflex), Discoveries (Acid Bomb, Underwater Demolition), Water Gun
Special Abilities Alchemical Mixture (6/day), Blood Frenzy, Leviathan’s Fury, Throw Alchemical Item


Str 14, Dex 15, Con 16, Int 16, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 17
Feats Weapon Focus (Bomb, Trident)
Skills Appraise +10, Disable Device +8, Perception +8, Sleight of Hand +8, Survival +8, Swim +8, Use Magic Device +5
Languages Aquan, Common, Goblin, Sahagin, and Seeg
SQ Amphibious, Craft Alchemical Item, Martial Weapon Proficiency (Trident), Swift Alchemy, Throw Anything
Gear cure potion(2), squid ink, deadly waste, trident, 3 bombs, 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.

Leviathan’s Fury (Su)

1/day, Sahagin share the power of Leviathan gaining Enwater for 3 turns or until discharged on his weapon or fist. This effect deals an extra 3 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 (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 15) 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).