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Sahagin Sea Master

Sahagin Sea Master (CR 9)

XP 6,400
Sahagin Blue Mage 9
LE Medium Monstruous Humanoid (Aquatic)
Init +2; Senses Darkvision 60 ft., Low-light vision; Perception +14

DEFENSE

AC 17 (19), touch 12 (14), flat-footed 15 (+2 Dex, +5 armor, +2 dodge in water terrain)
hp 67 [99] (9d8+27)
mp 41
Fort +6, Ref +5, Will +8
Defensive Abilities Bond of the Depths, Mist Child; Resist Water 5;

OFFENSE

Speed 30 ft., swim 30 ft.
Melee +1 Trident +14/+9 (1d8+5), bite +7 (1d4+2) or 2 claws +14 (1d4+4), bite +14 (1d4+4)
Special Attacks Azure Counter, Water Gun
Special Abilities Analysis (6/day), Azure Talents (Broad Analysis, Concentrate, Empowered Magic, Improved Scan), Blood Frenzy, Invoke (DC 17 Will negates), Leviathan’s Fury, Scan (DC 17 Will negates)
Spells Known (Blue Mage CL 9th, concentration +12)

0th (DC 13) – Dancing Lights, Daze, Elemental Orb, Guidance, Ten Needles
1st (DC 14) – Blood Drain, Congeal Water, Seed Cannon, Water Gun
2nd (DC 15) – Acid Droplet, Choco Water
3rd (DC 16) – Ashen Blight, Light Rays
4th (DC 17) – Aqualung, White Wind
5th (DC 18) – Water Shield

STATISTICS

Str 18, Dex 14, Con 16, Int 16, Wis 14, Cha 8
Base Atk +9/+4; CMB +14; CMD 27
Feats Dodge, Extra MP, Focused Spell, Power Attack, Weapon Focus (Trident)
Skills Acrobatics +12, Knowledge (Arcana, Local, Nature) +16, Perception +14, Spellcraft +15, Swim +14
Languages Aquan, Common, Draconic, Lalafellan, and Sahagin
SQ Amphibious, Armored Mage (Light), Azure Learning +1, Azure Physical Training, Blue Magery (Analysis Mastery +2, Creature Knowledge Mastery +1), Clear Mind, Martial Weapon Proficiency (Trident), I know that trick, Spell Proficiency
Gear cure potion (4), +1 trident, +1 chain shirt

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 2 turns or until discharged on his weapon or fist. This effect deals an extra 2 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 (+12), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 17) or be inflicted with the Drenched status effect for 1d4 rounds. This save is constitution based. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).