Sahuagin Chieftain CR 5

The Chief of a Sahuagin tribe has access to more magic items.

Male Sahuagin Fighter 1 Ranger 3 (CR 5)

Medium Monstrous Humanoid (Aquatic)
Init +3; Senses Blindsense (30 feet), Darkvision (60 feet); Perception +11

DEFENSE
AC 24, touch 14, flat-footed 20 (+5 armor, +3 Dex, +5 natural, +1 dodge)
hp 59 (6d10+20)
Fort +10, Ref +9, Will +6
Weakness Light Blindness

OFFENSE
Speed 30 ft., Swimming (60 feet)
Melee Trident of Warning +10/+5 (1d8+6) and +2 Dagger +10/+5 (1d4+4) or Bite (Sahuagin) +5 (1d4+2) and Claw x2 (Sahuagin) +5 x2 (1d4+2)
Ranger Spells Known (CL 0, 10 melee touch, 9 ranged touch):

STATISTICS
Str 16/18, Dex 17, Con 16, Int 14, Wis 14, Cha 14
Base Atk +6/+1; CMB +10; CMD 24
Feats Dodge, Endurance, Great Fortitude, Improved Two-weapon Fighting, Toughness +6, Two-weapon Fighting
Skills Bluff +5, Diplomacy +6, Handle Animal +7, Intimidate +11, Perception +11, Ride +8, Sense Motive +8, Stealth +10, Survival +8, Swim +20
Languages Aquan, Common; Speak with Sharks
SQ Blood Frenzy (1/day) (Ex), Track +1, Two-Weapon Combat Style (Ex), Wild Empathy +5 (Ex)
Combat Gear Trident of Warning, +2 Dagger, +3 Leather; Other Gear Belt of Giant Strength, +2, Potion of Cure Serious Wounds

SPECIAL ABILITIES
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Blood Frenzy (1/day) (Ex) Once per day, a sahuagin 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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as 'come here,' 'defend me,' or 'attack this target.'
Favored Enemy Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human)
Favored Terrain Water (+2 bonus) (Ex) +2 to rolls vs Water.
Swimming (60 feet) You have a Swim speed.
Track +1 +1 to survival checks to track.
Two-Weapon Combat Style (Ex) Allows the ranger to pick from a variety of two-weapon-related combat style bonus feats.
Wild Empathy +5 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

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