Hamaguan (CR 4)
Large Monstrous Humanoid (Aquatic)
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, underwater sense, and Spot +9
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 5d8+10 (32 hp)
Fort +3, Ref +6, Will +5
Speed: 10 ft., swim 50 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +4
Attack: Large trident +8 melee, or Huge shortspear +8 melee
Full Attack: Large trident +8 melee, or Huge shortspear +8 melee
Damage: Trident 2d6+6, shortspear 2d8+6/x3
Special Attacks/Actions: Psionics
Abilities: Str 19, Dex 15, Con 14, Int 14, Wis 13, Cha 8
Special Qualities: Amphibious, freshwater sensitivity, ink cloud, jet, light blindness, PR 15+ (see text), speak with cephalopods
Feats: Dodge; Combat Expertise; Improved Initiative (B); Power Attack
Skills: Balance +4, Diplomacy +9, Jump +6, Sense Motive +9, Spot +9, Survival +3, Swim +12, and Tumble +10
Advancement: By character class
Climate/Terrain: Any aquatic
Organization: Solitary, pair, company (3-5), squad (5-20 hamaguans, 2 4th-level hamaguan psychic warriors, and 3 octopi), or platoon (20-40 hamaguans, 2-5 5th-level hamaguan psychic warriors, 2 octopi, and 1 giant octopus)
Hamaguans live to fight and conquer. They use their tridents and spears in addition to their natural psionic abilities in most fights. If a hamaguan feels threatened, it uses its ink cloud and jet abilities to escape alive.
Psionics (Sp): 3/day -- combat prescience, prowess, shield of prudence, vigilance. Effective manifester level 16th (but as psychic warrior).
Attack/Defense Modes (Sp): At will -- mind thrust, psychic crush/mental barrier, thought shield.
Alterations (Sp): At will -- range alteration and condition alteration (nauseating) (see "Alter Your Basic Psionic Combat").
Amphibious (Ex): Hamaguans can survive out of the water for 1 hour per 3 points of Constitution. (After that, refer to the drowning rules.)
Freshwater Sensitivity (Ex): A hamaguan fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the hamaguan fails and cannot escape, it suffers a -4 morale penalty on all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Ink Cloud (Ex): A hamaguan can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once a minute as a free action. The cloud provides total concealment, which the hamaguan normally uses to escape a losing fight or to blind an opponent for tactical reasons. Creatures within the cloud suffer the effects of total darkness. This ability can be used only when a hamaguan is fully submersed in water.
Jet (Ex): A hamaguan can jet backward once a round as a double move action, at a speed of 200 feet. This ability can be used only when a hamaguan is fully submersed in water.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds hamaguans for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty on all attack rolls, saves, and checks while operating in bright light.
Power Resistance (Ex): A hamaguan has a power resistance equal to 10 + its HD.
Speak with Cephalopods (Ex): Hamaguans can communicate telepathically with cephalopods (such as octopi and squids) up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy."
Underwater Sense (Ex): A hamaguan can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a hamaguan can locate such creatures only within a 30-foot radius. Hamaguans are not fooled by figments when underwater.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.