Deep Sea Sahuagin

Deep-Sea Sahuagin                                                               CR 22

XP 61440


 * A Medium Monstrous Humanoid (Aquatic)

Init +9; Senses Darkvision 60ft, Blindsight 30ft; Perception +35

DEFENSE
AC 51, touch 16, flat-footed 45 (+5 Dex, +1 dodge, +35 natural)

hp 481 (26d10+338)

Fort +23, Ref +20, Will +23

DR 20/Piercing Resist Acid 10, Cold 30, Electricity 10, Fire 10

OFFENSE
Speed swim 40 ft.

Melee spear +41/+36/+31/+26 (3d6+21/x4 plus Paralysis,  plus 1d4 bleed), bite +35 (2d6+14/x3)

Space 5 ft.; Reach 10 ft.

Spell-Like Abilities (CL 26; concentration +32)

The save DC against a Deep-Sea Sahuagin's spells is 16+ spell level. A Deep-Sea Sahuagin's spells use Charisma as the primary casting attribute.

At Will: Mage Armor, Call Fish

3/day: Cure Critical Wounds, Touch of the Sea, Whirlpool

1/day: Enervation

Special Attacks Web (+31 Ranged, DC 36, 26 hp), Pounce, Paralysis (2d6 rounds, DC 36), Bleed (1d4)

STATISTICS
Str 38, Dex 21, Con 36, Int 22, Wis 22, Cha 22

Base Atk +26; CMB +40; CMD 55

Feats Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Mobility, Power Attack, Skill Focus (Swim), Vital Strike, Weapon Focus (spear)

Skills: Craft (choose one) +38, Diplomacy +32, Heal +32, Intimidate +35, Knowledge (nobility) +32, Perception +35, Profession (choose one) +32, Ride +34, Sense Motive +32, Swim +43

Languages Aquan

SQ Monstrous Humanoid Traits, Track +13, Camouflage, Blindsight 30ft

SPECIAL ABILITIES
Web (Ex)

A Deep-Sea Sahuagin can use webs to support itself and up to one additional creature of Medium. In addition, a Deep-Sea Sahuagin can throw a web up to eight times per day with +31 to hit. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC of 36. Attempts to burst a web by those caught in it take a –4 penalty. The break DC is constitution-based.

Deep-Sea Sahuagins can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has 26 hit points and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Pounce (Ex)

When a Deep-Sea Sahuagin makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Paralyze (Ex)

When a Deep-Sea Sahuagin hits a target with its spear attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 36 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is constitution-based.

Bleed (Ex)

When a Deep-Sea Sahuagin hits a target with its spear attack(s), it causes wounds that continue to bleed, dealing 1d4 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Monstrous Humanoid Traits

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

-Darkvision 60 feet.

-Monstrous humanoids breathe, eat, and sleep.

Track (Ex)

A Deep-Sea Sahuagin adds 13 to Survival Skill checks made to follow tracks.

Camouflage (Ex)

A Deep-Sea Sahuagin can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.