Gamemaster Tools
Monster Archetypes
Sahuagin Underpriestess CR 7
Monster Archetypes
Sahuagin Underpriestess CR 7
Sekolah's evil priestesses are devout and deadly!
Female Sahuagin Cleric 6 (CR 7)
Medium Monstrous Humanoid (Aquatic)Init +1; Senses Blindsense (30 feet), Darkvision (60 feet); Perception +13
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)hp 76 (2d10+6d8+30)
Fort +10, Ref +6, Will +12
Immune cold; Resist cold 10
Weakness Light Blindness
OFFENSE
Speed 30 ft., Swimming (60 feet)Melee Bite (Sahuagin) +3 (1d4+1) and Claw x2 (Sahuagin) +3 x2 (1d4+1) and Trident +8/+3 (1d8+2)
Special Attacks Touch of Evil 3 rounds
Spell-Like Abilities Icicle, Touch of Evil 3 rounds
Cleric Spells Known (CL 6, 8 melee touch, 7 ranged touch):
3rd (3/day) - Bestow Curse (DC 17), Magic Circle against Good, Dispel Magic, Summon Monster III
2nd (4/day + pearl spell) - Hold Person (DC 16), Cure Moderate Wounds (DC 16), Fog Cloud, Augury, Shatter (DC 16)
1st (4/day + pearl spell) - Protection from Good, Shield of Faith, Cause Fear (DC 15), Bane (DC 15), Command (DC 15)
0 (at will) - Detect Magic, Bleed (DC 14), Guidance, Resistance
STATISTICS
Str 14, Dex 13, Con 16, Int 17, Wis 18, Cha 13Base Atk +6/+1; CMB +8; CMD 19
Feats Extra Channel, Great Fortitude, Improved Natural Armor, Toughness +8
Skills Appraise +8, Diplomacy +10, Handle Animal +3, Heal +9, Intimidate +8, Perception +13, Ride +6, Sense Motive +11, Spellcraft +10, Stealth +6, Survival +11, Swim +19
Languages Aquan, Common, Infernal; Speak with Sharks
SQ Aura (Ex), Blood Frenzy (1/day) (Ex), Channel Negative Energy 3d6 (6/day) (DC 14) (Su), Cleric Domain: Evil, Cleric Domain: Water, Spontaneous Casting
Combat Gear Trident; Other Gear Pearl of Power, 1st Level, Pearl of Power, 2nd Level, Potion of Cure Serious Wounds, Strand of Prayer Beads, Lesser (healing and bless)
SPECIAL ABILITIES
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.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.
Channel Negative Energy 3d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Icicle (1d6+3) (7/day) (Sp) 30' Ranged touch attack deals 1d6+3 Cold damage.
Immunity to Cold You are immune to cold damage.
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.'
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Swimming (60 feet) You have a Swim speed.
Touch of Evil 3 rounds (7/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
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