Wednesday, March 6, 2019

Here fishy fishy fishy

Grawlim, Merrow Oceanographer
CR 7                                                                                                               XP: 3,200
Male saltwater merrow druid 3
NE Huge humanoid (aquatic, giant)
Init +0; Senses low-light vision; Perception +9
AC 22, touch 8, flat-footed 22 (+9 natural, -2 size, +5 armor)
HP 97 (7d8+40)
Fort +12, Ref +3, Will +7
Defensive Abilities resist nature’s lure
Speed 40 ft., swim 40 ft.
Melee +2 longspear +14/+9 (3d6+11/x3) and Claw x2 +6 (1d8+3 plus grab)
Ranged net +5 (entangle) or javelin +5 (2d6+6)
Space 15 ft., Reach 15 ft.
Special Attacks grab
Spells Prepared (CL 3rd)
  2nd-Barkskin, Bulls Strength
  1st-Charm Animal (DC 13), Hide from Animals (DC 13), Obscuring Mist
  0th-Detect Magic, Detect Poison, Know Direction, Lighr
Str 22, Dex 10, Con 18, Int 6, Wis 14, Cha 4
Base Atk +7; CMB +15 (+18 grapple); CMD 25
Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Acrobatics +0, Climb +6, Handle Animal +5, Knowledge (nature) +0, Perception +9, Ride +7, Stealth +5, Survival +4, Swim +14
  Racial Modifiers +4 Stealth in water
Languages Aquan, Giant, Druidic
SQ amphibious, animal companion link, nature bond abilities (Urag, amphibious constrictor snake), share spells, spontaneous casting, trackless step, wild empathy, woodland stride
Gear +2 driftwood armor, +2 longspear, 4 javelins, 2 nets, a special riding harness for his tylosaurus, and a small net filled with 5 opals (100 gp each), a sapphire ring (300 gp) and an emerald bracelet (500 gp)
Environment  temperate oceans
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (2 javelins, other treasure)
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.
URAG, ANIMAL COMPANION
Amphibious constrictor snake animal companion (Pathfinder Roleplaying Game Bestiary “Snake, Constrictor”)
N Medium animal (aquatic)
Init +3; Senses low-light vision, scent; Perception +8
AC 17, touch 13, flat–footed 14 (+3 Dex, +4 natural)
hp 19 (6d8+18)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
Weaknesses –2 vs. gases, contact poisons and inhaled poisons
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d3+6 plus grab)
Special Attacks grab
Abilities Str 19, Dex 17, Con 14, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +6 (+10 grapple); CMD 19 (can’t be Tripped)
Feats Skill Focus (Perception), Toughness +3
Tricks Attack, Defend, Down, Fetch, Guard, Guarding
Skills Acrobatics +3 (-1 Jump), Climb +16, Perception +8, Stealth +7, Swim +12
SQ amphibious, link, share spells
Breathing Skin (Ex) Because an amphibious constrictor snake’s skin aids in its breathing, it takes a –2 penalty on Fortitude saving throws against gases, contact poisons and inhaled poisons, and effects.
Gargo, Saltwater Merrow
CR 11                                                                                                              XP: 12,800
Male advanced saltwater merrow cleric of Demogorgon 5
NE Huge humanoid (aquatic, giant)
Init +5; Senses low-light vision; Perception +17
AC 21, touch 13, flat-footed 16 (+5 Dex, +8 natural, -2 size)
HP 200 (12d8+132)
Fort +20, Ref +8, Will +12
Speed 40 ft., swim 40 ft.
Melee 2 claws +10 (1d8+4/x2 plus grab) or +1 giantbane undercutting axe +11/+6 (3d6+9/x3) and claw +5 (1d8+2x2)
Ranged javelin +11 (2d6+8)
Space 15 ft., Reach 15 ft.
Special Attacks bleeding touch 2 rounds (7/day), grab, touch of darkness 2 rounds (7/day)
Spell-Like Abilities (CL 5th) 7/day—Bleeding Touch (2 rounds), Touch of Darkness (2 rounds)
Spells Prepared (CL 5th)
  3rd-Deadly Juggernaut, Deeper Darkness (D), Inflict Serious Wounds (DC 17)
  2nd-Death Knell (D DC 16), Hold Person (DC 16), Disfiguring Touch (DC 16), Dread Bolt (DC 16)
  1st-Air Bubble, Cause Fear (D DC 15), Entropic Shield, Murderous Command (DC 15), Protection from Good
  0th-Bleed (DC 14), Stabilize, Read Magic, Detect Magic (D domain spell)
Domain: Darkness, Death
Str 27, Dex 20, Con 32, Int 13, Wis 19, Cha 13
Base Atk +8; CMB +18 (+18 grapple); CMD 33
Feats Blind-Fight, Iron Will, Power Attack, Quicken Spell, Snatch, Vital Strike, Weapon Focus (claw)
Skills Acrobatics +5, Climb +12, Diplomacy +5, Fly +5, Handle Animal +5, Heal +8, Intimidate +7, Perception +17, Sense Motive +15, Stealth +0, Survival +8, Swim +16
  Racial Modifiers +4 Stealth in water
Languages Abyssal, Giant
SQ amphibious, aura, cleric channel negative energy 3d6 (4/day) (dc 13), domains (loss, murder), spontaneous casting, variant channeling (murder variant channeling [±2 profane])
Other Gear +1 giant-bane undercutting axe (1/day) as swift action, invoke maximized ray of enfeeblement on creature struck (11 point Str penalty, 7 rounds, Fort DC 16 for half)
Environment  temperate oceans
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (2 javelins, other treasure)
Stealth (Ex) Gargo gain a +4 bonus to Stealth Checks under the listed conditions.
Bleeding Touch  (Sp) 2 rounds (7/day) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 3d6 (4/day) (DC 13) (Su) Channel negative energy to injure the living and heal the undead.
Grab (Huge) (Ex) Gargo can start a grapple as a free action if he hits with his axe.
Murder Variant Channeling (Ex) (±2 Profane) Bleed effect
Quicken Spell (Ex) Cast another spell in the same round you cast this one. +4 Levels.
Snatch (Ex) You can start a grapple if you hit with a claw or bite attack.
Touch of Darkness (Sp) With a melee touch attack, target suffers 20% miss chance
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.
Slidobolao, Sekolah Priest
CR 10                                                                                                             XP: 9,600
Male mutant sahuagin cleric of Sekolah 10
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +14
Aura active invisibility purge and magic circle against good spells
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
HP 72 (2d10+10d8+16)
Fort +12, Ref +10, Will +16
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee trident +12/+7 (1d8+4), claw +7 (1d4+1), bite +7 (1d4+1) or 4 claws +12 (1d4+3), bite +12 (1d4+3)
Ranged +1 heavy crossbow +12/+7 (1d10+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, channel negative energy 2/day (DC 14, 5d6), destructive aura (+5, 10 rounds/day), destructive smite (+5, 9/day)
Spell-Like Abilities (CL 10th; concentration +16) 9/day—bleeding touch (5 rounds)
Spells Prepared (CL 10th)
  5th-Greater Command (DC 21), Mass Cure Light Wounds, Slay Living (D DC 23), Spell Resistance
  4th-Death Ward (D), Extended Invisibility Purge, Extended Magic Circle Against Good, Poison (DC 22), Summon Monster IV
  3rd-Animate Dead, Blindness/Deafness (DC 21), Contagion (D), Cure Serious Wounds, Prayer
  2nd-Aid, Darkness, Death Knell (D), Desecrate, Hold Person (DC 18), Silence (DC 18), Sound Burst (DC 18)
  1st-—Bane (DC 17), Bless, Cause Fear (D 19), Divine Favor, Doom, Entropic Shield, Protection from Law
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Destruction
Str 16, Dex 15, Con 16, Int 12, Wis 22, Cha 8
Base Atk +9; CMB +12; CMD 24
Feats Extend Spell, Great Fortitude, Greater Spell Focus (necromancy), Improved Channel, Lightning Reflexes, Spell Focus (necromancy)
Skills Handle Animal +2, Knowledge (religion) +14, Perception +14, Profession (hunter) +10, Ride +6, Stealth +6, Survival +18, Swim +11
Languages Aquan, Common; speak with sharks
SQ aura, death’s embrace
Gear potion of cure light wounds, lesser strand of prayer beads
Other Gear +1 heavy crossbow, 10 bolts, periapt of wisdom +2, holy symbol, spell component pouch
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin 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.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Sahuagin Greater Acolytes
CR 7                                                                                                              XP: 3,200
Giant sahuagin cleric of Sekolah 8
LE Large monstrous humanoid (aquatic)
Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
AC 18, touch 10, flat-footed 17 (+3 armor, +1 Dex, +5 natural, -1 size)
HP 82 (2d10+8d8+28)
Fort +78, Ref +8, Will +11
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee +1 spear +9/+4 (2d6+1/x3), bite +2 (1d8) or bite +7 (1d8)
Ranged mwk underwater heavy crossbow +9/+4 (2d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, channel negative energy 4/day (DC 15, 4d6), scythe of evil (4 rounds, 1/day)
Spell-Like Abilities (CL 8th) 5/day bleeding touch (4 rounds), touch of evil (4 rounds)
Cleric Spells Prepared (CL 8th)
  4th-Poison (DC 18), Summon Monster IV, Unholy Blight (D)
  3rd-Bestow Curse (DC 17), Blindness/Deafness (DC 17), Dispel Magic, Magic Circle Against Good (D)
  2nd-Cure Moderate Wounds, Darkness, Death Knell (D DC 16), Hold Person (DC 14), Sound Burst (DC 14)
  1st-Cause Fear (D DC 15), Command (DC 13), Divine Favor, Doom (DC 15), Obscuring Mist, Shield of Faith
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Evil
Str 11, Dex 13, Con 15, Int 10, Wis 15, Cha 12
Base Atk +8; CMB +9; CMD 20
Feats Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Spell Focus (necromancy), Spell Penetration
Skills Knowledge (religion) +11, Perception +10, Spellcraft +11, Survival +8, Swim +8
Languages Aquan, Common; speak with sharks
SQ aura, death’s embrace
Gear wand of bless, wand of cure light wounds
Other Gear bracers of armor +3
Blood Frenzy (Ex) Once per day, a sahuagin 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.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
Skisskaro, Sahagin Tracker
CR 7                                                                                                               XP: 3,200
Male sahuagin ranger 5
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +14
Aura active invisibility purge and magic circle against good spells
AC 22, touch 12, flat-footed 20 (+2 Dex, +5 natural, +4 armor, +1 shield)
HP 52 (2d10+5d10+12)
Fort +7, Ref +9, Will +8
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee cold iron handaxe +15/+10 (1d6+6/x3), mwk adamantine handaxe +15/+10 (1d6+3/x3), bite +8 (1d4+3)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, favored enemy (monstrous humanoid +4, human +2), favored terrain (water)
Domain: Death, Destruction
Str 22, Dex 15, Con 13, Int 16, Wis 18, Cha 10
Base Atk +7; CMB +13; CMD 25
Feats Endurance, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (handaxe)
Skills Acrobatics +9, Climb +14, Handle Animal +10, Heal +12, Intimidate +8, Knowledge (geography) +8, Knowledge (nature) +13, Perception +14, Stealth +18, Survival +14, Swim +24
Languages Aquan, Common; speak with sharks
SQ hunter’s bond (animal companion), track +2, wild empathy +5
Other Gear buckler, masterwork cold iron handaxe, masterwork adamantine handaxe, +4 bracers of armor, ring of chameleon power
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin 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.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
HOOK JAW, ANIMAL COMPANION
Female young shark animal companion (Pathfinder Roleplaying Game Bestiary “Shark”)
N Medium animal (aquatic)
Init +7; Senses blindsense 30 ft., keen scent; Perception +7
AC 17, touch 13, flat–footed 14 (+3 Dex, +4 natural)
hp 16 (3d8+3)
Fort +6, Ref +6, Will +2
Defensive Abilities evasion
Spd swim 60 ft.
Melee bite +4 (1d6+3)
STATISTICS
Abilities Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +4; CMD 17
Feats Great Fortitude, Improved Initiative
Skills Perception +7, Swim +10
Languages link
SQ share spells
Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Trayani, Consort to Harthagoa
CR 8                                                                                                                XP: 4,800
Female half–medusa merfolk sorcerer 7
N Medium humanoid (aquatic)
Init +4; Senses darkvision 60 ft., low–light vision; Perception +4
AC 22, touch 18, flat-footed 18 (+4 Dex, +4 natural, +4 deflection)
HP 44 (7d6+14)
Fort +6, Ref +8, Will +6
Defensive Abilities Will +8 vs. poisons and toxins
Speed 5 ft., swim 50 ft.
Melee +2 dagger +6 (1d4+3/19–20)
Ranged +1 light crossbow +8 (1d8+1/19–20) or +2 dagger +9 (1d4+3/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze
Spell-Like Abilities (CL 7th; concentration +11 [+15 casting defensively]) 7/day—laughing touch
Spells Known (CL 7th)
  3rd (5/day)-Deep Slumber (DC 17), Major Image (DC 17), Vampiric Touch (DC 17)
  2nd (7/day)-Alter Self, Detect Thoughts (DC 16), Glitterdust (DC 16), Hideous Laughter (DC 16)
  1st (7/day)-Charm Person (DC 15), Color Spray (DC 15), Entangle (DC 15), Mage Armor, Magic Missile, Shocking Grasp
  0th-Acid Splash, Dancing Lights (DC 14), Detect Magic, Disrupt Undead, Ghost Sound (DC 14), Mage Hand, Touch of Fatigue
Bloodline: fey
Str 13, Dex 18, Con 14, Int 10, Wis 13, Cha 19
Base Atk +3; CMB +4; CMD 22 (can't be tripped)
Feats Combat Casting, Eschew Materials, Great Fortitude, Lightning Reflexes, Skill Focus (bluff), Spell Penetration
Skills Bluff +17, Diplomacy +8, Perception +4, Spellcraft +10, Swim +9
Languages Aquan, Common
SQ amphibious, bloodline arcana, woodland stride
Other Gear +2 dagger, +1 light crossbow, 10 bolts, several multi-colored silk veils and wraps, a diamond necklace (2000 gp value), ring of protection +4
Environment  temperate ocean
Organization solitary, company (2-4), patrol (3-10 plus 2 lieutenants of 3rd level and 1 leader of 3rd-6th level), or shoal (11-60 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 8-12 dolphins)
Treasure NPC gear (trident, heavy crossbow with 10 bolts, other treasure)
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.
Slipping in and out of the crashing waves, this beautiful woman has the lower torso of a long, slender fish.
Ssulslurg, Mutant Sahuagin
CR 11                                                                                                             XP: 12,800
Male mutant sahuagin fighter 9
LE Medium monstrous humanoid (aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +11
Aura active invisibility purge and magic circle against good spells
AC 24, touch 14, flat-footed 21 (+2 Dex, +5 natural, +5 armor, +1 dodge)
HP 106 (2d10+9d10+42)
Fort +9, Ref +10, Will +9
Defensive Abilities bravery +2; Will +11 vs. fear; Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee cold iron handaxe +16 (1d6+5/x3), mwk adamantine handaxe +17 (1d6+5/x3), bite +16 (1d4+5)
Ranged +1 trident +15 (1d8+8/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, weapon training (spears +2, close +1)
Domain: Death, Destruction
Str 21, Dex 15, Con 16, Int 12, Wis 12, Cha 10
Base Atk +11; CMB +16; CMD 29
Feats Dodge, Endurance, Far Shot, Improved Critical (trident), Improved Initiative, Point-Blank Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (trident), Weapon Specialization (trident)
Skills Climb +13, Handle Animal +11, Intimidate +11, Perception +11, Survival +9, Swim +20
Languages Aquan, Common; speak with sharks
SQ armor training 2
Gear +1 trident, +1 punching dagger, masterwork light mace, +1 light fortification mithril chain shirt, gauntlets of ogre power, gold crown tipped with emeralds, rubies, and sapphires (1000 gp)
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin 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.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Sahuagin General
CR 10                                                                                                              XP: 9,600
Advanced half-fiend mutant sahuagin 0
LE Large outsider (monstrous humanoid, aquatic, native)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)
HP 98 (7d10+60)
ort +14, Ref +11, Will +8
DR 5/magic; Immune poison; SR 21; Resist acid 10, cold 10, electricity 10, fire 10; Weaknesses light blindness
Speed 30 ft., swim 60 ft., fly 60 ft. (good)
Melee trident +18/+13 (2d6+12), claw +16 (1d6+6), bite +16 (1d6+6) or 2 claws +18 (1d6+12), bite +18 (1d6+12)
Ranged heavy crossbow +12/+7 (2d8/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks smite good (1/day)
Spell-Like Abilities Darkness (3/day), Desecrate (1/day), Poison (3/day), Unholy Blight (1/day)
Str 35, Dex 23, Con 30, Int 20, Wis 17, Cha 17
Base Atk +7; CMB +20; CMD 36
Feats Bolstered Resilience, Enforcer, Great Fortitude, Multiattack
Skills Acrobatics +12, Bluff +10, Climb +22, Diplomacy +9, Fly +8, Handle Animal +9, Perception +13, Ride +12, Sense Motive +10, Stealth +12, Survival +13, Swim +30
Languages Aboleth, Abyssal, Aquan, Common, Sahuagin; speak with sharks
SQ blood frenzy (1/day)
Gear banded mail +1
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin 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.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
Blindsense (Ex) Once per day, a sahuagin 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.
Bolstered Resilience (Ex) Increase DR against a single attack
Desecrate (Ex) 1/day Half-Fiend heritage allows desecration as per the spell.
Enforcer (Ex) Deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Poison (Sp) 3/day Half-Fiend heritage allows touch to deal 1d10 points of Constitution damage, repeats in 1 minute. Smite Good (1/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
Unholy Blight (Ex) 1/day Half-Fiend heritage harms and sickens good creatures (3d8).
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Scrag Grunt
CR 8                                                                                                                XP: 4,800
Male scrag barbarian 2/fighter 2
CE Large humanoid (giant, aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
AC 18, touch 13, flat-footed 14 (+3 Dex, +5 natural, -1 size)
HP 170 (6d8+2d12+2d10+112); regeneration 5 (acid or fire, only when in contact with water)
Fort +22, Ref +7, Will +4
Defensive Abilities bravery +1, uncanny dodge; Will +5 vs. fear
Speed 20 ft., swim 40 ft.
Melee +1 keen spiked chain +18/+13 (2d6+16/19-20 plus trip and disarm), bite +12 (1d8+5) or bite +17 (1d8+10), 2 claws +17 (1d6+10)
Ranged mwk javelin +11 (1d8+10)
Space 10 ft., Reach 10 ft.
Special Attacks rage (15 rounds/day), rage powers (knockback), rend (2 claws, 1d6+7)
Str 30, Dex 17, Con 32, Int 8, Wis 8, Cha 4
Base Atk +8; CMB +19; CMD 32
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (spiked chain), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (spiked chain)
Skills Climb +14, Intimidate +8, Perception +7, Swim +18
Languages Giant
SQ amphibious, fast movement
Gear +1 large keen spiked chain
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

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