
Desert Sahagin Warrior (CR 3)
XP 800
Sahagin Warrior 4
LE Medium Monstruous Humanoid (Aquatic)
Init +1; Senses Low-light vision; Perception +7
DEFENSE
AC 17 (19), touch 11 (13), flat-footed 16 (+1 Dex, +5 armor, +1 shield, +2 dodge in desert terrain)
hp 34 (4d10+9)
Fort +6, Ref +2, Will +2
Defensive Abilities Bond of the Land; Resist Water 5, Earth 5;
Weakness Wind
OFFENSE
Speed 30 ft., Burrow 30 ft.
Melee Trident +9 (1d8+6), bite +3 (1d4+4) or 2 claws +8 (1d4+4), bite +8 (1d4+4)
Ranged Heavy Crossbow +5 (1d10/19-20)
Special Attacks Mud Gun, Overhand Chop +10 (1d8+11)
Special Abilities Blood Frenzy, Martial Flexibility (5/day)
STATISTICS
Str 18, Dex 13, Con 15, Int 12, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 19
Feats Power Attack, Weapon Focus (Trident)
Skills Acrobatics +7, Perception +7, Stealth +7, Survival +7
Languages Aquan, Common, and Sahagin
SQ Amphibious, Chosen Weapon +1 (Trident), Fighter Talents (Melee Defense, Melee Power)
Gear cure potion(2), trident, heavy crossbow, 20 bolts, scale mail
SPECIAL ABILITIES
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 Land (Ex)
Sahagin gain a +2 dodge bonus to AC when in desert and sandy terrain.
Mud Gun (Su)
1/day, a sahagin can shoot mud out of its mouth towards a single target with an water projectile. The sahagin must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 earth damage and must make a Fortitude save (DC 13) or be inflicted with the Weighted status effect for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).