a
Sahagin Tamer (CR 4)
XP 1,200
Sahagin Beastmaster 4
LE Medium Monstruous Humanoid (Aquatic)
Init +2; Senses Darkvision 60 ft., Low-light vision, scent; Perception +8
DEFENSE
AC 16 (18), touch 12 (14), flat-footed 14 (+2 Dex, +4 armor, +2 dodge in water terrain)
hp 30 [44] (4d12+12)
Fort +7, Ref +6, Will +2
Defensive Abilities Bond of the Depths, Mist Child; Resist Water 5;
OFFENSE
Speed 30 ft., swim 30 ft., Woodland Stride
Melee Trident +6 (1d8+3), bite +0 (1d4+1) or 2 claws +7 (1d4+3), bite +7 (1d4+3)
Ranged Longbow +6 (1d8/x3)
Special Attacks Rage (13 rounds/day), Water Gun
Special Abilities Animal Focus (4 min./day), Blood Frenzy, Leviathan’s Fury, Rage Power (Fight Response, Hunting Pack)
STATISTICS
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Point-Blank Shot, Weapon Focus (Trident)
Skills Acrobatics +5, Handle Animal +8, Perception +8, Swim +6
Languages Common, Sahagin, and Speak with Animals
SQ Alertness, Amphibious, Empathic Link, Feral Combat Style, Martial Weapon Proficiency (Trident), Natural Savagery +1, Nature Sense, Trackless Step, Wild Empathy
Gear cure potion (2), trident, longbow, 20 arrows, hide
SPECIAL ABILITIES
Amphibious (Ex)
Sahagins have been blessed by their god, allowing them to breathe both in and out of the water making it ideal to fish and gather materials off of the sea floor for trading purposes.
Blood Frenzy (Ex)
1/day, a sahagin 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.
Bond to the Depths (Ex)
Sahagin gain a +2 dodge bonus to AC when in shallows and deep water terrain.
Leviathan’s Fury (Su)
1/day, Sahagin share the power of Leviathan gaining Enwater for 1 turns or until discharged on his weapon or fist. This effect deals an extra 1 points of water damage. The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Martial Weapon Proficiency Trident (Ex)
Sahagins have been trained at birth to use tridents in hand to hand combat. They have been known to track and board trading ships throughout the generations and some have formed pirate crews to attack said ships.
Mist Child (Ex)
Deriving from the oceans and fog, whenever a sahagin has concealment or total concealment, the miss chance of attacks against her increases by 5%.
Water Gun (Su)
1/day, a sahagin can shoot water out of its mouth towards a single target with an water projectile within 30 ft. The sahagin must make a ranged touch attack (+6), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 15) or be inflicted with the Drenched status effect for 1d4 rounds. This save is constitution based. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
ANIMAL COMPANION
Shark
N Large Animal (Aquatic)
Init: +5; Senses blindsense 30 ft., keen scent; Perception +8
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 30 [44] (4d8+12)
Fort +8; Ref +5; Will +2
Defensive Abilities Evasion; Resist Water 10;
Weakness Lightning
Speed 50 ft.
Melee Bite +5 (1d8+4/19-20 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks Reteethe, Swallow Whole (1d8+4 damage, AC 12, 4 Hp)
Str 17, Dex 12, Con 14, Int 3, Wis 12, Cha 2
Base Atk +3; CMB +7 (+11 grapple); CMD 18
Feats Great Fortitude, Improved Initiative
Skills Acrobatics +8, Perception +8, Survival +8, Swim +10
SQ Link, Shared Rage
Keen Scent (Ex)
Whenever a shark succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.