Sahuagin (CR 2)
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 2d8+2 (11 hp)
Fort +3, Ref +4, Will +4
Speed: 30 ft., swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Talon +4 melee or trident +4 melee or heavy crossbow +3 ranged
Full Attack: Trident +4 melee and bite +2 melee or 2 talons +4 melee and bite +2 melee or heavy crossbow +3 ranged
Damage: Trident 1d8+3, talon 1d4+2, bite 1d4+1; heavy crossbow 1d10/19-20
Special Attacks/Actions: Blood frenzy, rake 1d4+1
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Special Qualities: freshwater sensitivity, Speak with sharks, water dependent
Feats: Great Fortitude; Multiattack
Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, 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)
Blood Frenzy: Once per day a sahuagin 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 sahuagin cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as 'food,' 'danger,' and enemy.' Sahuagin rangers can use wild empathy to befriend and train sharks.
Underwater Sense (Ex): A sahuagin 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 sahuagin can locate such creatures only within a 15-foot radius. Sahuagin are not fooled by figments when underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin 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): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 85 in the DUNGEON MASTER's Guide).
Freshwater Sensitivity (Ex): A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the sahuagin fails and cannot escape, it suffers a -4 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: Sahuagin 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.
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.
When sahuagin 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.
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.