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Sahagin White Mage

Sahagin White Magea

Sahagin White Mage (CR 7)

XP 3,200
Sahagin White Mage 7
LE Medium Monstrous Humanoid (Aquatic)
Init +7; Senses Darkvision 60 ft., Low-light vision; Perception +11

DEFENSE

AC 15 (17), touch 15 (17), flat-footed 10 (+3 Dex, +1 deflect, +1 or +3 dodge in water terrains)
hp 31 [49] (7d6+7)
mp 33
Fort +3, Ref +5, Will +10
Defensive Abilities Bond of the Depths, Mist Child; Resist Water 5;

OFFENSE

Speed 30 ft., swim 30 ft.
Melee Trident +5 (1d8+2), bite +0 (1d4+1) or 2 claws +5 (1d4+2), bite +5 (1d4+2)
Ranged Water Power Rod +6 (1d4+4 water damage)
Special Attacks Water Gun
Special Abilities Blood Frenzy, Divine Seal (1/day), Innate Spell (1/day each, [Mage Armor]), Lay on Hands (Heal 3d6; 8/day), Leviathan’s Fury, Metamagic Enhancement (5/day)
Spells Known (White Mage CL 7th, concentration +12)

0th (DC 15) – Dancing Lights, Daze, Holy Orb, Message
1st (DC 16) – Blind, Cure, Deprotect, Deshell, Heal, Light, Mage Armor, Protect, Regen, Sleep
2nd (DC 17) – Aid, Cure II, Healara, Light II
3rd (DC 18) – Blindga, Cura, Cure III, Dispel
4th (DC 19) – Cure IV, Holy

STATISTICS

Str 14, Dex 16, Con 12, Int 12, Wis 20, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Dodge, Extend Spell, Extra MP, Improved Initiative
Skills Heal +15, Perception +11, Spellcraft +11, Swim +9;
Languages Aquan, Common, and Sahagin
SQ Amphibious, Auto-Regen, Clear Mind, Divine Caress, Focused Caster, Mage Talent (Concentrate, Healing Spell [6/day], Silent Magic), Martial Weapon Proficiency (Trident), Spell Proficiency, White Magery (Healing Mastery +1, Increased Healing +1)
Gear cure potion(3), trident, 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 (+6), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 18) 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).