Malenti (CR 2)
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +1, Will +1
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +6
Attack: Trident +3 melee and 2 rakes +1 melee (or 2 rakes +3 melee, 2 claws +1 melee), bite +1 melee; or heavy crossbow +2 ranged
Full Attack: Trident +3 melee and 2 rakes +1 melee (or 2 rakes +3 melee, 2 claws +1 melee), bite +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8+2, rake 1d4+2 (1d4+1 when a secondary attack), claw 1d2+1, bite 1d4+1; or heavy crossbow 1d10
Special Attacks/Actions: Blood frenzy, can remain out of water 1 hour per point Con
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Special Qualities: Speak with sharks, light sensitivity, amphibious, freshwater sensitivity
Skills: Hide +6*, Listen +7*, Profession (hunt) +2, Spot +7*, and Survival +1*
Advancement: By character class
Climate/Terrain: Warm aquatic
Organization: Solitary, pair, team (5-8), patrol (11-20 plus 1 3rd-level lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks), or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1 baron of 6th-8th level plus 5-8 sharks)
Monster Manual (3E)
Malenti are savage fighters, asking for and giving no quarter. When swimming, a malenti rakes with its feet as it strikes with its claws or a weapon. About half of any group of malenti are also armed with nets.
When malenti raid surface dwellers' communities, they venture ashore on dark, moonless nights to slaughter the inhabitants and livestock for food. They attack ships by swarming up from all sides, leaving a portion of their forces in the water as reinforcements or to deal with opponents the raiders throw into the sea.
Blood Frenzy: Once per day a malenti that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers at -2 AC penalty. The malenti cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Malenti can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as 'food,' 'danger,' and enemy.' Malenti rangers can use wild empathy to befriend and train sharks.
Underwater Sense (Ex): A malenti can locate creatures underwater within a 30-foot radius. This ability negates the effect of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a malenti can locate such creatures only within a 15-foot radius. Malenti are not fooled by figments when underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds malenti 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.
Amphibious (Ex): Malenti can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules in the DMG.
Freshwater Sensitivity (Ex): A malenti fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the malenti fails and cannot escape, it suffers a -1 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Skills: Malenti receive a +4 racial bonus to Hide, Listen, and Spot checks. Underwater, the bonus improves to +8. They receive a +8 bonus to Survival and Profession (hunt) checks within fifty miles of their homes.
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.