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The sahuagin are horrid creatures that lurk in the oceans, ever ready to wreak devastation. These "sea devils" leave ships adrift and crewless, steal away whole villages in the dead of night, and force aquatic elves and merfolk alike to gird for war.
Sahuagin are complex beings. They have keen intellects and crave order and structure, yet they boil with barely suppressed rage and bloodlust. Even the smallest provocation can tip a sahuagin from cold and calculating schemer to murderous assailant. To stay sane and sharp in times of need, sahuagin periodically revel in bloodstained waters—those who can't satiate their bloodlust either retreat into lethargic apathy or snap and turn against their own.
As a people, sahuagin seek nothing less than total domination of the seas. Though they love to unleash doom on other intelligent species, sahuagin also live in perpetual war with their own kind. Their kings and queens encourage these petty blood feuds, seeing them as a means to feed the blood frenzy, control their numbers, and further hone their race's already considerable skills in battle.
Unlike most aquatic humanoids, sahuagin thrive at any depth or temperature. Even still, they show a marked preference for warm coastal waters—perhaps due to an abundance of both food and beings to terrorize. Sahuagin can be found anywhere from sheltered atolls to lightless trenches, from the tropics to the poles. They have even spread to the Elemental Plane of Water.
Sahuagin live under a feudal system that embodies a ruthless enforcement of order. Each sahuagin holds a position earned with its prowess and skills, and risks demotion by showing any sign of incompetence—or death for any sign of weakness. Officers and lords rule minor holdings as vassals to the barons, dukes, and princesses; kings and queens rule entire oceans from their grand palaces within cities boasting populations in the tens of thousands. Each noble sahuagin aspires to bend the others to her will and become the ruler of an oceanic empire, ushering in the inevitable age of sahuagin ascendance.
Despite their use of noble titles, sahuagin put little stock in bloodlines. Accomplishment trumps parentage, and while sahuagin take pride in relatives with influence and strength, even the offspring of royals must swim unaided. Certainly those children have more opportunities and training than others, but the ambitious daughter of a common laborer might rise to rule a barony, while the inept son of a baron could very well become the meal of his betters.
Sahuagin view other creatures through the lens of their appetites—other races live only to serve as slaves, to die in sport or battle, or to fill the belly. Sahuagin rarely ally with creatures other than their beloved sharks and the shark-like adaros, though they occasionally enslave dragon turtles and other fearsome aquatic monsters as beasts of war. They despise aquatic elves, locathahs, merfolk, and tritons, seeing them as weaklings fit only for slavery and feasting. Aboleths and krakens earn a mixture of loathing and respect, as these beings represent the greatest impediment to sahuagin dominion of the seas.
Young sahuagin are born into clutches of up to 200 eggs, which females lay in well-protected egg chambers. A single settlement typically has one chamber, but larger cities can have up to a dozen. Eggs hatch 3 months after being laid, spawning eel-like fingerlings—all teeth, jaws, and tail. Hatching provokes a violent frenzy, as the newborn fingerlings devour the smaller and weaker members of their clutch. A number of the survivors fall prey to larger predators, or are eaten by their larger siblings when they grow hungry again after their brutal first meal. Only the clever, fast, or strong survive long in the egg chambers.
Sahuagin parents return to claim their surviving young after a year has passed, recognizing their offspring by scent. Some young remain unclaimed, because their parents either have perished or cannot track down the scent. The sahuagin barracks raise such foundlings communally, thrusting them into battle as soon as they can wield a trident.
Sahuagin mature quickly. They develop arms and legs at 6 months of age, grow to around 5 feet tall within a year, and reach their adult size of 7 feet tall around their sixth year. Upon reaching maturity, sahuagin of low social standing must fend for themselves or die—those of higher status are often trained and protected long enough by their parents to become skilled and deadly warriors.
As a species, sahuagin are particularly prone to mutation. Most mutants perish in the hatcheries, but those that survive command early respect, their strange abilities seen as proof of divine favor. The most common are the fearsome four-armed sahuagin, perhaps accounting for one in 100 surviving hatchlings. Other mutations appear to arise due to environmental conditions or nearness to other species, or perhaps in response to trace contaminants in the water. Of particular note are the malenti, those sahuagin who for unknown reasons are born looking exactly like aquatic elves.
Sahuagin have long, possibly unlimited life spans, though violence claims most before they reach their thirtieth year. Some particularly fierce princes and queens have ruled for hundreds of years, however, as sahuagin's bodies don't decline with age. Particularly old sahuagin are significantly larger than their younger kin (growing into Large creatures as they age). Sahuagin of all ages despise infirmity, and attempt to excise it from their midst with atavistic, violent reactions.
Full statistics for sahuagin can be found in their Bestiary entry.
The following section details rules to help represent a wide range of sahuagin.
Inherent instability in sahuagin genes makes them susceptible to mutations. Not all these mutations are beneficial, and defective sahuagin rarely survive long after hatching. Sahuagin mutants that do survive and grow to adulthood command the respect and admiration of their peers, quickly rising to positions of power. Four-armed sahuagin and malenti are the most common forms of mutated sahuagin.
Four-Armed Sahuagin: These mutants have four arms, giving them two additional claw attacks. Four-armed sahuagin gain Multiattack and Toughness as bonus feats, and gain the multiweapon mastery ability. They have a base CR of 3. Four-armed sahuagin excel as barbarians, fighters, and rangers.
Malenti: A malenti resembles an aquatic elf, and receives a +4 bonus to Dexterity and Charisma, gains Deceitful and Skill Focus (Bluff) as bonus feats, and can use command as a spell-like ability three times per day (this ability works only on creatures with the aquatic subtype, representing increased telepathic influence over aquatic creatures). Additionally, a malenti's natural armor bonus decreases to +2 and the malenti loses its light blindness and natural weapons. Malenti excel as bards, oracles, rogues, and wizards.
Prehistoric Sahuagin: Also known as adacthys, these sahuagin mutants are throwbacks to a more savage epoch; they're Large, have a +7 natural armor bonus, and can speak with aquatic dinosaurs and aquatic megafauna in addition to sharks. Adacthys are usually found in the same waters as prehistoric creatures.
Shark-Blooded Sahuagin: These sahuagin mutants have overly large maws filled with rows of shark-like teeth, as well as the fins and tail of an oversized shark. These abnormalities give them the appearance of monstrous merfolk, a base speed of 5 feet, a swim speed of 80 feet, a bite attack that deals 1d6 points of damage, and immunity to trip attempts. Shark-blooded sahuagin are typically found in sahuagin communities with an unusually high number of shark guardians or near shark breeding grounds.
Sightless Sahuagin: These pallid, sickly looking sahuagin lack eyes, but their blindsense increases to 90 feet and they gain Blind Fight as a bonus feat. A glowing tendril protruding from a sightless sahuagin causes all sighted creatures to be dazzled while within 10 feet of the sahuagin, and allows it to use animal trance once per day as a spell-like ability. This animal trance effect is entirely visual, so it doesn't have the sonic descriptor or work on blind creatures. As sightless sahuagin are blind, they are immune to all sight-based effects and attacks, including gaze attacks. Isolated sightless sahuagin mutants arise near sites of ancient evil, and make even other sahuagin uneasy. Whole tribes of such mutants dwell in deep underwater trenches and caves, lost cities at the bottom of oceans, and cursed aquatic temples.
Spined Sahuagin: Covered in hundreds of needlelike spines, spined sahuagin can raise their piercing protrusions to impale creatures that touch them. Any creature that successfully grapples or is grappled by a spined sahuagin, or hits one with an unarmed strike or natural weapon, takes 1d4 points of piercing damage. Additionally, these mutants gain Defensive Combat Training and Improved Grapple as bonus feats. Spined sahuagin most commonly appear in depths that also serve as the hunting grounds of sea serpents, thalassic behemoths, or other massive aquatic predators.
The following feats are common among sahuagin.
Foes without a swim speed provoke attacks of opportunity from you underwater.
Prerequisites: Combat Reflexes, must have a natural swim speed.
Benefits: A creature that lacks a swim speed provokes an attack of opportunity from you when it attacks you underwater. You don't get an attack of opportunity if the attacker is under the effects of freedom of movement .
In the throes of blood frenzy, you can unleash a whirlwind of claws and teeth against your foes.
Prerequisites: Combat Expertise, Greater Blood Frenzy*, base attack bonus +6, blood frenzy ability, sahuagin.
Benefits: When you make a full attack while in a blood frenzy, you can give up your regular attacks to instead make one melee attack at your highest base attack bonus against each bleeding or wounded opponent within reach. You must use a natural weapon with these attacks, and you must make a separate attack roll against each opponent. You do not need to use the same natural weapon against each opponent.
When you use Blood Tide, you also forfeit any extra attacks granted by other feats, spells, or abilities.
Your wounds move you into a deeper frenzy.
Prerequisites: Blood frenzy ability, sahuagin.
Benefits: You no longer take a penalty to AC while in a blood frenzy. In addition, if you strike an enemy with both of your claw attacks—or two or more claw attacks if you have extra limbs—while in a blood frenzy, you can rend (as the special attack), dealing an amount of additional damage equal to your claw damage plus 1-1/2 times your Strength bonus (minimum 0).
Sahuagin choose spells that improve their natural gifts.
Air Breathing
School transmutation; Level alchemist 3, bloodrager 3, cleric 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, summoner 3
Casting Time 1 standard action
Components V, S, M/DF (flower or piece of grass)
Range touch
Target living aquatic creatures touched
Duration 2 hours/level; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. The spell doesn't make creatures unable to breathe water.
Blood in the Water
School necromancy (emotion); Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range 20 ft.
Area 20-ft.-radius emanation centered on you
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
As part of the casting of this spell, you must deal 1 point of piercing or slashing damage to yourself to release your blood. This causes you to take 1 point of bleed damage. While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. This is treated as blood frenzy for the purposes of other feats and effects, and doesn't stack with the effects of actual blood frenzy. If you cease bleeding, the spell immediately ends.
Gift of the Deep
School transmutation (polymorph); Level cleric 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one non-mutated sahuagin/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw Fortitude negate (harmless); Spell Resistance yes (harmless)
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below. Choose one benefit for all targets of this spell. This spell has no effect on sahuagin that are already mutants or already under the effects of gift of the deep .
Four-Armed : The sahuagin sprouts an extra pair of arms—which can be used to make claw attacks (dealing 1d4 points of damage), or to wield weapons or hold items. It gains the benefits of the Multiattack and Multiweapon Fighting feats.
Malenti : The sahuagin's features shift to resemble those of an aquatic elf. It loses its light blindness as well as its claw and bite attacks. The sahuagin gains a +4 enhancement bonus to Dexterity and Charisma, and a +10 circumstance bonus on Disguise checks to appear to be an aquatic elf.
Prehistoric : The sahuagin grows in size, as enlarge person . It also gains a +2 enhancement bonus to its natural armor.
Shark-Blooded : The sahuagin's tail elongates and melds with its legs. Its mouth enlarges, increasing its bite damage by one size category (to 1d6 for a typical sahuagin). Its swim speed increases by 20 feet, but its land speed is reduced to 5 feet. The sahuagin can't be tripped.
Sightless : The sahuagin is blinded, but gains the benefits of the Blind Fight feat and blindsense with a range of 90 feet.
Spined : Spines grow on the sahuagin's scales. Any creature that successfully grapples with it, is grappled by it, or hits it with an unarmed strike or natural weapon takes 1d4 points of piercing damage. The sahuagin also gains the benefits of the Improved Grapple feat.
Agents lead the way for other sahuagin by scouting enemy patrols and hidden fortifications.
Sahuagin Scout CR 3
XP 800
Sahuagin rogue 2
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +8
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 34 (4 HD; 2d10+2d8+14)
Fort +3, Ref +9, Will +4
Defensive Abilities evasion
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee mwk trident +8 (1d8+6), bite +2 (1d4+2) or 2 claws +7 (1d4+4), bite +7 (1d4+4)
Ranged mwk underwater heavy crossbow +7 (1d10/19–20)
Special Attacks blood frenzy, sneak attack +1d6
Tactics
During Combat The scout shoots the appropriate bane bolts before closing to melee.
Statistics
Str 18, Dex 17, Con 16, Int 17, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 20
Feats Combat Expertise, Rapid Reload (heavy crossbow)
Skills Acrobatics +10, Climb +11, Disable Device +12, Escape Artist +10, Knowledge (geography) +7, Perception +8, Ride +7, Sense Motive +8, Stealth +10, Survival +7, Swim +12
Languages Aquan, Common, Elven; speak with sharks
SQ rogue talents (bleeding attack +1), trapfinding +1
Combat Gear +1 elf-bane bolts (3), +1 human-bane bolts (3), +1 merfolk-bane bolts (3), potion of cure moderate wounds ; Other Gear mwk trident, mwk underwater heavy crossbow with 20 bolts, feather token (anchor), dagger, thieves' tools, 53 gp
Sahuagin Infiltrator CR 7
XP 3,200
Sahuagin rogue 6
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
Defense
AC 22, touch 13, flat-footed 19 (+3 armor, +3 Dex, +5 natural, +1 shield)
hp 52 (8 HD; 2d10+6d8+14)
Fort +6, Ref +12, Will +8
Defensive Abilities evasion, trap senses +2, uncanny dodge
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee mwk dagger +10/+5 (1d4+5/19–20), mwk dagger +10 (1d4+5/19–20), bite +6 (1d4+2) or 2 claws +11 (1d4+5), bite +11 (1d4+5)
Ranged dagger +9 (1d4+5/19–20)
Special Attacks blood frenzy, sneak attack +3d6
Tactics
During Combat The infiltrator darts around the battlefield, attempting to flank its opponents. If it's forced to fight alone, it instead tries to ambush its foes one by one.
Statistics
Str 20, Dex 16, Con 12, Int 14, Wis 15, Cha 11
Base Atk +6; CMB +11; CMD 24
Feats Double Slice, Great Fortitude, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +14, Bluff +11, Climb +9, Disable Device +16, Disguise +11, Intimidate +11, Knowledge (local) +8, Linguistics +8, Perception +13, Ride +7, Sense Motive +13, Stealth +19, Swim +13
Languages Aquan, Common, Elven, Giant, Goblin; speak with sharks
SQ rogue talents (bleeding attack +3, combat trick, fast stealth), trapfinding +3
Combat Gear potion of cure moderate wounds, potion of invisibility ; Other Gear mwk studded leather, mwk daggers (2), daggers (4), cloak of resistance +1, stalker's mask, masterwork thieves' tools, 13 gp
These sahuagin revel in their rage and blood frenzy.
Sahuagin Brute CR 3
XP 800
Sahuagin barbarian 1
NE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 36 (3 HD; 2d10+1d12+13)
Fort +7, Ref +6, Will +5
Weaknesses light blindness
Offense
Speed 40 ft., swim 60 ft.
Melee mwk harpoon +8 (1d8+6/×3), bite +2 (1d4+2)
Ranged mwk harpoon +6 (1d8+4/×3)
Special Attacks blood frenzy, rage (8 rounds/day)
Statistics
Str 19, Dex 15, Con 18, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Exotic Weapon Proficiency (harpoon), Greater Blood Frenzy*
Skills Climb +8, Handle Animal +6, Intimidate +6, Perception +7, Ride +6, Stealth +6, Survival +6, Swim +16
Languages Aquan, Common; speak with sharks
SQ fast movement
Combat Gear potion of cure light wounds ; Other Gear mwk harpoon, cloak of resistance +1, silk rope (50 ft.), 280 gp
Sahuagin Champion CR 10
XP 9,600
Four-armed sahuagin barbarian 7
NE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
Defense
AC 23, touch 11, flat-footed 20 (+3 armor, +3 Dex, +7 natural, –2 rage, +2 shield)
hp 123 (9 HD; 2d10+7d12+61)
Fort +14, Ref +10, Will +10
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—
Weaknesses light blindness
Offense
Speed 40 ft., swim 60 ft.
Melee +1 trident +18/+13 (1d8+13), claw +15 (1d4+4), mwk spiked heavy steel shield +18 (1d6+8), bite +15 (1d4+4)
Ranged mwk underwater heavy crossbow +13 (1d10/19–20)
Special Attacks blood frenzy, multiweapon mastery, rage (19 rounds/day), rage powers (inspire ferocity, no escape, reckless abandon +2)
Tactics
Base Statistics When not raging and not affected by barkskin, the champion's statistics are AC 21, touch 11, flat-footed 18; hp 105; Fort +12, Will +8; Melee +1 trident +16/+11 (1d8+10), claw +13 (1d4+3), mwk spiked heavy steel shield +16 (1d6+6), bite +13 (1d4+3) or 4 claws +15 (1d4+6), bite +15 (1d4+6); Ranged mwk heavy crossbow +13 (1d10/19–20); Str 22, Con 17; CMB +15, CMD 28; Skills Intimidate +18, Swim +25.
Statistics
Str 26, Dex 16, Con 21, Int 12, Wis 13, Cha 10
Base Atk +9; CMB +17; CMD 28
Feats Great Fortitude, Improved Initiative, Improved Shield Bash, Intimidating Prowess, Multiattack, Power Attack, Toughness
Skills Acrobatics +14 (+18 when jumping), Intimidate +20, Perception +13, Ride +8, Stealth +11, Swim +27
Languages Aquan, Common; speak with sharks
SQ fast movement
Combat Gear potion of barkskin ; Other Gear mwk studded leather, mwk spiked heavy steel shield, +1 trident, mwk underwater heavy crossbow with 20 bolts, belt of giant strength +2, cloak of resistance +2, 1,038 gp
Shark speakers prefer the company of vicious fish over other sahuagin.
Sahuagin Deep Racer CR 4
XP 1,200
Shark-blooded sahuagin ranger 2
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +9
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 40 (4d10+18)
Fort +7, Ref +9, Will +5; +2 vs. ongoing effects
Weaknesses light blindness
Offense
Speed 5 ft., swim 80 ft.
Melee mwk longspear +8 (1d8+4/×3), bite +2 (1d6+3) or 2 claws +7 (1d4+3), bite +7 (1d6+3)
Ranged mwk underwater heavy crossbow +8 (1d10/19–20)
Special Attacks blood frenzy, combat style (two-handed weapon), favored enemy (elves +2)
Tactics
During Combat The deep racer regularly uses Pushing Assault.
Statistics
Str 17, Dex 17, Con 18, Int 14, Wis 15, Cha 6
Base Atk +4; CMB +7; CMD 20 (can't be tripped)
Feats Cleave, Power Attack, Pushing Assault
Skills Handle Animal +5, Knowledge (geography) +9, Knowledge (nature) +9, Perception +9, Stealth +10, Survival +9, Swim +18
Languages Aquan, Common; speak with sharks
SQ track +1, wild empathy +0
Combat Gear potion of cure light wounds ; Other Gear mwk longspear, mwk underwater heavy crossbow with 20 bolts, hand of the mage, agate earring worth 25 gp, pearls (7, worth 100 gp each), 18 gp
Sahuagin Shark Sentry CR 6
XP 2,400
Sahuagin ranger 4
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
Defense
AC 23, touch 12, flat-footed 21 (+4 armor, +2 Dex, +7 natural)
hp 61 (6d10+28)
Fort +8, Ref +10, Will +6
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee 2 +1 claws +12 (1d6+6), +1 bite +12 (1d4+6)
Ranged mwk underwater heavy crossbow +9 (1d10/19–20)
Special Attacks blood frenzy, combat style (natural weapon), favored enemy (elves +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—hunter's howl (DC 12)
Tactics
Before Combat The shark sentry drinks its potion of greater magic fang, then reads scrolls of barkskin for itself and an ally.
Base Statistics Without greater magic fang and barkskin, the shark sentry's statistics are AC 21, touch 12, flat-footed 19; Melee 2 claws +11 (1d6+5), bite +11 (1d4+5).
Statistics
Str 20, Dex 14, Con 17, Int 12, Wis 13, Cha 12
Base Atk +6; CMB +11; CMD 23
Feats Aquatic Advantage*, Combat Reflexes, Endurance, Improved Natural Attack (claw), Toughness
Skills Climb +9, Handle Animal +10, Intimidate +10, Knowledge (nature) +10, Perception +10, Stealth +11, Survival +10, Swim +17
Languages Aquan, Common; speak with sharks
SQ favored terrain (water +2), hunter's bond (companions), track +2, wild empathy +5
Combat Gear potion of cure moderate wounds, potion of greater magic fang, scrolls of barkskin (2), +1 elf-bane bolts (4); Other Gear +1 studded leather, mwk underwater heavy crossbow with 20 bolts, cloak of resistance +1, bronze-and-agate pendant worth 50 gp, 9 gp
Priestesses lead ceremonies and support military actions.
Sahuagin Underpriestess CR 5
XP 1,600
Sahuagin cleric 4
LE Medium monstrous humanoid (aquatic)
Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
Defense
AC 19, touch 10, flat-footed 19 (+4 armor, +5 natural)
hp 57 (6 HD; 2d10+4d8+28)
Fort +7, Ref +4, Will +11; +2 vs. good
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee mwk trident +10 (1d8+6), bite +4 (1d4+2)
Ranged mwk underwater heavy crossbow +6 (1d10/19–20)
Special Attacks blood frenzy, channel negative energy 3/day (DC 12, 2d6), destructive smite (+2, 7/day)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—icicle (1d6+2 cold)
Cleric Spells Prepared (CL 4th; concentration +8)
2nd—blood in the water *, darkness, hold person (DC 16), shatter D (DC 16)
1st—bless, cure light wounds, magic weapon, protection from good, true strike D
0 (at will)—bleed (DC 14), detect magic, guidance, resistance
D domain spell; Domains Destruction, Water
Statistics
Str 18, Dex 10, Con 17, Int 14, Wis 18, Cha 11
Base Atk +5; CMB +9; CMD 19
Feats Brew Potion, Combat Casting, Toughness
Skills Handle Animal +3, Knowledge (religion) +11, Perception +13, Ride +4, Sense Motive +13, Spellcraft +11, Swim +16
Languages Aklo, Aquan, Common; speak with sharks
Combat Gear potion of lesser restoration, wand of cure moderate wounds (11 charges); Other Gear +1 studded leather, dagger, mwk trident, mwk underwater heavy crossbow with 10 bolts, gold unholy symbol (worth 100 gp), 317 gp
Sahuagin High Priestess CR 9
XP 6,400
Giant sahuagin cleric 7
LE Large monstrous humanoid (aquatic)
Init –1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
Defense
AC 23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
hp 121 (9 HD; 2d10+7d8+79)
Fort +13, Ref +6, Will +13
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee +1 spear +13/+8 (2d6+8/×3), bite +6 (1d8+5)
Ranged mwk underwater heavy crossbow +6 (2d8/19–20)
Special Attacks blood frenzy, channel negative energy 5/day (DC 13, 4d6), destructive smite (+3, 8/day)
Cleric Spells Prepared (CL 7th; concentration +12)
4th—dimension door D, gift of the deep *, unholy blight (DC 19)
3rd—air breathing *, fly D, prayer, summon monster III
2nd—bear's endurance, cure moderate wounds, dread bolt (DC 17), hold person (DC 17), shatter D (DC 17)
1st—command (DC 16), cure light wounds (2), divine favor, murderous command (DC 16), sanctuary, true strike D
0 (at will)—bleed (DC 15), detect magic, guidance, read magic
D domain spell; Domains Destruction, Travel
Statistics
Str 20, Dex 9, Con 26, Int 14, Wis 20, Cha 11
Base Atk +7; CMB +13; CMD 22
Feats Combat Casting, Extra Channel, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (spear)
Skills Intimidate +12, Knowledge (religion) +14, Perception +12, Sense Motive +17, Spellcraft +14, Swim +10
Languages Aquan, Common, Elven, Infernal; speak with sharks
SQ agile feet (8/day)
Combat Gear scroll of cure critical wounds ; Other Gear +1 breastplate, +1 spear, mwk underwater heavy crossbow with 20 bolts, headband of inspired wisdom +2, gold unholy symbol (worth 250 gp), 796 gp
Powerful warriors occupy the top ranks of sahuagin society.
Sahuagin Lieutenant CR 5
XP 1,600
Sahuagin fighter 3
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
Defense
AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)
hp 50 (5d10+23)
Fort +6, Ref +7, Will +6 (+1 vs. fear)
Defensive Abilities bravery +1
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee +1 trident +11 (1d8+7), bite +4 (1d4+2) or 2 claws +9 (1d4+4), bite +9 (1d4+4)
Ranged mwk underwater heavy crossbow +9 (1d10/19–20)
Special Attacks blood frenzy
Statistics
Str 19, Dex 16, Con 17, Int 12, Wis 15, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Greater Blood Frenzy*, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (trident)
Skills Climb +10, Handle Animal +4, Intimidate +11, Perception +10, Ride +7, Stealth +7, Survival +6, Swim +16
Languages Aquan, Common; speak with sharks
SQ armor training 1
Combat Gear potion of cure moderate wounds ; Other Gear leather armor, +1 trident, dagger, mwk underwater heavy crossbow with 20 bolts, 421 gp
Sahuagin Baron CR 9
XP 6,400
Sahuagin fighter 7
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
Defense
AC 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +5 natural)
hp 101 (9d10+52)
Fort +11, Ref +9, Will +7 (+2 vs. fear)
Defensive Abilities bravery +2
Weaknesses light blindness
Offense
Speed 30 ft., swim 60 ft.
Melee mwk trident +17/+12 (1d8+7), claw +16 (1d4+6/19–20 plus 1d6 cold), bite +15 (1d4+4 plus 1d6 cold)
Ranged mwk underwater heavy crossbow +13 (1d10/19–20)
Special Attacks blood frenzy, weapon training (natural +1)
Tactics
Before Combat The sahuagin baron drinks its potions of bear's endurance and bull's strength .
Base Statistics Without bear's endurance and bull's strength, the baron's statistics are hp 83; Fort +9; Melee mwk trident +15/+10 (1d8+5), claw +14 (1d4+5/19–20 plus 1d6 cold), bite +13 (1d6+3 plus 1d6 cold); Str 20, Con 17; CMB +14, CMD 27
Statistics
Str 24, Dex 16, Con 21, Int 16, Wis 13, Cha 6
Base Atk +9; CMB +16; CMD 32
Feats Blood Tide*, Combat Expertise, Greater Blood Frenzy*, Improved Critical (claw), Lunge, Multiattack, Power Attack, Weapon Focus (claw), Weapon Specialization (claw)
Skills Climb +12, Intimidate +10, Knowledge (nobility) +12, Perception +13, Ride +14, Sense Motive +10, Swim +18
Languages Aquan, Common, Infernal; speak with sharks
SQ armor training 2
Combat Gear potion of bear's endurance, potion of bull's strength, potion of cure moderate wounds ; Other Gear +1 breastplate, mwk trident, mwk underwater heavy crossbow with 20 bolts, cloak of resistance +1, frost amulet of mighty fists, 1,033 gp
A sahuagin prince is a paragon of ferocity and political skill.
Sahuagin Prince CR 13
XP 25,600
Four-armed sahuagin cavalier (beast rider) 10
LE Medium monstrous humanoid (aquatic)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +16
Defense
AC 28, touch 14, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +7 natural)
hp 148 (12d10+82)
Fort +16, Ref +13, Will +11
Weaknesses light blindness
Offense
Speed 20 ft., swim 60 ft.
Melee lance of jousting +20/+15/+10 (1d8+8/19–20/×3), bite +17 (1d6+2), 2 claws +19 (1d4+5)
Ranged mwk underwater heavy crossbow +18 (1d10/19–20)
Special Attacks banner +3/+2, blood frenzy, cavalier's charge, challenge (+10, +3, 4/day)
Tactics
Base Statistics Without barkskin and heroism, the prince's statistics are AC 26, touch 14, flat-footed 23; Fort +14, Ref +11, Will +9; Melee lance of jousting +18/+13/+8 (1d8+8/19–20/×3), bite +15 (1d6+2), 2 claws +17 (1d4+5) or 4 claws +17 (1d4+5), bite +17 (1d6+5); Ranged mwk underwater heavy crossbow +16 (1d10/19–20); Skills Handle Animal +13, Knowledge (nobility) +14, Perception +16, Ride +13 (+16 with personal mount), Sense Motive +8, Swim +17.
Statistics
Str 20, Dex 16, Con 20, Int 13, Wis 12, Cha 10
Base Atk +12; CMB +17; CMD 31
Feats Dreadful Carnage, Furious Focus, Intimidating Prowess, Lookout, Mounted Combat, Multiattack, Outflank, Power Attack, Ride-By Attack, Spirited Charge, Toughness
Skills Handle Animal +15, Knowledge (nobility) +16, Perception +16, Ride +15 (+18 with personal mount), Sense Motive +10, Swim +19
Languages Aquan, Common; speak with animals
SQ exotic mount (shark), greater tactician (3/day, 8 rounds, swift action), multiweapon mastery, order of the lion (for the king, lion's call)
Combat Gear potions of cure moderate wounds (2), potions of barkskin (2), potion of heroism ; Other Gear +1 breastplate, lance of jousting, mwk underwater heavy crossbow (20 bolts), belt of mighty constitution +2, cloak of resistance +2, ring of protection +1, +1 studded leather barding, stone of alliance (swallowed by mount), exotic military saddle, 2,678 gp
Shark animal companion
N Large animal (aquatic)
Init +2; Senses blindsense 30 ft., low-light vision, scent; Perception +12
Defense
AC 26, touch 12, flat-footed 23 (+4 armor, +2 Dex, +1 dodge, +10 natural, –1 size)
hp 85 (9d8+45)
Fort +10, Ref +10, Will +6
Defensive Abilities devotion, evasion
Offense
Speed swim 60 ft.
Melee bite +11/+6 (2d6+9)
Space 10 ft.; Reach 5 ft.
Statistics
Str 22, Dex 14, Con 19, Int 3, Wis 12, Cha 2
Base Atk +6; CMB +13; CMD 26
Feats Dodge, Improved Natural Attack (bite), Iron Will, Lightning Reflexes, Toughness
Skills Perception +12, Swim +18
Languages Aquan (can't speak)
SQ link
An immense gray-and-white shark glides through the water, its piercing red eyes revealing a vicious intelligence.
Feeder in the Depths CR 8
XP 4,800
LE Huge magical beast
Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent, low-light vision; Perception +20
Aura blood feast (30 ft.)
Defense
AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, –2 size)
hp 105 (10d10+50); blood feast
Fort +12, Ref +9, Will +7
Resist cold 20; SR 19
Offense
Speed swim 80 ft.
Melee bite +15/+10 (2d6+10/19–20 plus deadly bleeding)
Space 15 ft.; Reach 10 ft.
Special Attacks swift bite
Spell-Like Abilities (CL 10th; concentration +12)
At will—blood biography (on any creature bitten in the past day, DC 15)
1/day—summon monster V (summons 1d4+1 hammerhead sharks or 1d3 great white sharks)
Statistics
Str 24, Dex 15, Con 20, Int 13, Wis 15, Cha 14
Base Atk +10; CMB +19; CMD 31 (can't be tripped)
Feats Combat Reflexes, Improved Critical (bite), Intimidating Prowess, Iron Will, Vital Strike
Skills Intimidate +19, Knowledge (religion) +11, Perception +20, Swim +15; Racial Modifiers +5 Perception
Languages Aklo, Aquan, Infernal
Ecology
Environment any oceans
Organization solitary
Treasure none
Special Abilities
Blood Feast (Su) When a creature within 30 feet of a feeder in the depths takes bleed damage (including ongoing damage), the feeder heals an equal amount of damage.
Deadly Bleeding (Su) A feeder in the depth's bite causes bleeding wounds that resist healing. The first bite that damages a creature deals 1d4 points of bleed damage, and each subsequent bite increases the amount of bleed by 1d4. Stopping the bleeding requires a successful DC 20 Heal check or the application of any magical healing. However, anyone attempting to cast a healing spell on a creature suffering from deadly bleeding must succeed at a DC 20 caster level check or the spell doesn't affect the bleeding creature. The save DC is Constitution-based.
Keen Scent (Ex) A feeder in the depths can notice creatures by scent in a 180-foot radius underwater, and can detect blood in the water at a distance of up to 1 mile.
Swift Bite (Ex) When making a full attack, a feeder in the depths can make a second bite attack at a –5 penalty.
Feeders in the depths closely resemble ordinary sharks, but they are faster, stronger, and far more intelligent and malevolent. Feeders in the depths begin life as ordinary sharks, raised under the care of sahuagin priestesses. A would-be feeder feasts on the flesh of merfolk, sea elves, and other aquatic humanoids. As it dines on these sacrifices, the priestess chants blasphemous rituals, infusing the shark with malign power and the stolen intelligence of its victims. Over the course of 13 feedings over 13 midwinters, a new feeder in the depths arises.
Feeders in the depths view themselves as equals to sahuagin, not as servants. They have no special affection for sharks, and can't communicate with them. Feeders act as loyal companions as long as they're respected and given the freedom to hunt. If not treated well, they rip their would-be masters apart and descend into the lightless depths of the ocean. Although able to breed, feeders in the depths give birth only to monstrosities or normal sharks, never to other feeders. A typical feeder in the depths is 24 feet long and weighs 5,500 pounds.
Despite their penchant for brutal competitions, sahuagin are communal creatures that live and hunt in groups for their mutual good; these groups range from small raiding parties to massive underwater cities. Here are some example encounters using the various types of sahuagin presented in this section.
In the dead of night, sahuagin clamber up the sides of ships to spread fear and bring back a bounty for their lord.
Sahuagin (2) CR 2
XP 600 each
hp 15 each
Sahuagin Brute CR 3
XP 800
hp 36
Sahuagin guard a small outpost near a human port or subterranean city. A deep racer serves alongside them as a scout or courier for important messages.
Sahuagin (4) CR 2
XP 600 each
hp 15 each
Sahuagin Deep Racer CR 4
XP 1,200
hp 40
A sahuagin underpriestess attends a profane sacrificial ritual with her retinue, and a scout to keep watch while she conducts her ceremony. She seeks to placate her god, influence the weather, or see portents of the future.
Sahuagin (4) CR 2
XP 600 each
hp 15 each
Sahuagin Scout CR 3
XP 800
hp 34
Sahuagin Underpriestess CR 5
XP 1,600
hp 57
Mounted on sharks, a sahuagin baron and his retinue hunt the dangerous game of the deeps. The prey they pursue might be a dangerous beast as well, and could be encountered before the hunting party is seen.
Hammerhead Sharks (4) CR 3
XP 800 each
Advanced shark
hp 30 each
Sahuagin Baron CR 9
XP 6,400
hp 101
Sahuagin Brutes (2) CR 3
XP 800 each
hp 36 each
Sahuagin Lieutenant CR 5
XP 1,600
hp 50