Darfellan Barbarian (CR 3)

Medium Humanoid (Darfellan)
Alignment: Often chaotic neutral
Initiative: +0; Senses: Listen +3 and Spot +2
Languages: Darfellan


AC: 15 (+0 Dex, +5 +1 chitin), touch 10, flat-footed 15
Hit Dice: 3d12+6 (31 hp)
Fort +5, Ref +1, Will +2
Speed: 30 ft. (20 ft. in chitin armor), swim 40 ft. (30 ft. in chitin armor)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Masterwork ranseur +6 melee or harpoon +4 ranged
Full Attack: Masterwork ranseur +6 melee or harpoon +4 ranged
Damage: Masterwork ranseur 2d4+4/x3, harpoon 1d10+3
Special Attacks/Actions: Racial hatred (sahuagin), rage
Abilities: Str 16, Dex 11, Con 15, Int 8, Wis 12, Cha 10
Special Qualities: Echolocation, hold breath, trap sense, uncanny dodge, (3rd-Level Barbarian)
Feats: Power Attack; Weapon Focus (harpoon)
Skills: Handle Animal +4 (+8 marine mammals), Jump +4, Listen +3, Spot +2, Survival +5, and Swim +10
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary, band (2-5), or pod (10-40 plus 100% noncombatants plus 1 3rd-level barbarian per 10 adults, 1 5th-level bard, and 1 5th-level barbarian)
Treasure/Possessions: Standard

Source: Stormwrack

Although they can be violent, darfellans do not usually initiate a battle, though they attack whale hunters without hesitation. They prefer to fight in the water, surrounding an enemy while darting in to make attacks. Out of water, they begin with ranged harpoon attacks, hoping to impale and then reel in enemies.

Skills: A darfellan has a +4 racial bonus on Handle Animal checks when working with orcas, dolphins, seals, whales, and other marine mammals.

A darfellan has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.