Sahuagin Cultist: Difference between revisions
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| Description | Sahaugin Cultists are the smallest and by far the most terrestrial of the various clades of these aquatic monsters. Sahaugin are often called 'fish men' by the uninitiated, or 'soggy's' by the cruel, but on land, they are not exactly common. | | Description | Sahaugin Cultists are the smallest and by far the most terrestrial of the various clades of these aquatic monsters. Sahaugin are often called 'fish men' by the uninitiated, or 'soggy's' by the cruel, but on land, they are not exactly common. | ||
In the oceans, sahaugin claim to have vast nations, deep in the briny dark, but for most other races on the land, their exposure to sahaugin are limited to the occasional run-ins with Cultists. Sahaugin cultists are a small, green | In the oceans, sahaugin claim to have vast nations, deep in the briny dark, but for most other races on the land, their exposure to sahaugin are limited to the occasional run-ins with Cultists. Sahaugin cultists are a small, green, white, and brown, lightly-finned riverine variety of these amphibious monsters, and as such, they can be found in bays, estuaries, and rivers all over the world. Indeed, they have been known to journey thousands of miles inland, following rivers and creeks to the most unlikely of places. In larger rivers or lakes, they are often found riding giant sea horses. In creeks and ponds, they must do without, but Cultists are small, mean, things, and will abide this loss. | ||
Deep inland, they will move into natural lakes and beaver ponds, or they will do their own damming-up, or weir building, to create water deep enough to be swum in comfortably. Sahaugin are often a plague on communities of grippli, or vanx. | Deep inland, they will move into natural lakes and beaver ponds, or they will do their own damming-up, or weir building, to create water deep enough to be swum in comfortably. Sahaugin are often a plague on communities of grippli, or vanx. | ||
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Latest revision as of 22:12, 7 January 2023
Sahuagin Cultist (CR 1)
Pure Evil - Small - Monstrous Humanoid |
---|
Lore: | Know (Nature) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Echolocation 30 ft.
- Echolocation only works in water deep enough to use a Swim move.
Movement Types:
- Walk 30 ft.
- Lesser Swim 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +5 |
Will: | +0 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Fishbone Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Full Attack (Melee):
- 3x Fishbone Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Standard Attack (Ranged):
- 1x Fishbone Knives +3 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
12 |
STR |
16 |
DEX |
10 |
CON |
10 |
INT |
8 |
WIS |
12 |
CHA |
Skills:
- Movement: 3 (+4 to skill rolls to swim)
- Perception: 3
- All other skills: 0 (no ranks)
Languages: Common, Slaugh
Special Abilities
Amphibious (Ex) Always On |
Sahaugin can breath, move, and attack normally above or below water. They never take environmental effects for being under fresh or salt water. They cannot take a full nights rest unless they are in water deep enough to use a Swim movement. |
Frantic Bloodlust (Ex) Always On |
Sahaugin make attacks against uninjured foes with no bonuses. They receive a +1 circumstance bonus to-hit and damage when they are attacking foes who are Injured. This increases to a +2 bonus to-hit and damage against foes who are Bloodied. All this bonus damage is delivered as the same type as the attack they used to hit their enemies, and it is not multiplied on a critical hit. |
Sahuagin Cultist
Sahaugin Cultists are the smallest and by far the most terrestrial of the various clades of these aquatic monsters. Sahaugin are often called 'fish men' by the uninitiated, or 'soggy's' by the cruel, but on land, they are not exactly common.
In the oceans, sahaugin claim to have vast nations, deep in the briny dark, but for most other races on the land, their exposure to sahaugin are limited to the occasional run-ins with Cultists. Sahaugin cultists are a small, green, white, and brown, lightly-finned riverine variety of these amphibious monsters, and as such, they can be found in bays, estuaries, and rivers all over the world. Indeed, they have been known to journey thousands of miles inland, following rivers and creeks to the most unlikely of places. In larger rivers or lakes, they are often found riding giant sea horses. In creeks and ponds, they must do without, but Cultists are small, mean, things, and will abide this loss.
Deep inland, they will move into natural lakes and beaver ponds, or they will do their own damming-up, or weir building, to create water deep enough to be swum in comfortably. Sahaugin are often a plague on communities of grippli, or vanx.
In addition, in civilized climes, Cultists can often be found in harbors, even very busy ones, and have been found living happily in sewers and swamps and even high mountain lakes, having explored their way up narrow creeks until they find a place to live.
Sahaugin are alien and terrible in their beliefs, and consider themselves the deadly enemies of everything that walks the dry land. Once Cultists have established a reasonable settlement, they will begin sneaking and raiding, looking to kill everything on the land. Sahaugin have tried many times to be allies to the Grippli and Vanx, but those races have the Spark of Civility, and as soon as the Sahaugins reveal their frankly insane hatreds, such advances are rejected out of hand.
Sahaugin Cultists are the very worst of bad neighbors, and they would have it no other way.
Combat Tactics
Sahaugin Cultists are likely to attack on sight any of the normal land-dwelling races, assuming they are not too badly outnumbered. If possible, they will try and attack from inside a body of water, such as by throwing knives at people on the bank, but if any of their foes are injured, their franzied bloodlust will drive them to attack however they can reach.
Cultists understand that fighting in the water is to their great advantage, but they are so consumed by hate for land dwellers they will come in to kill regardless of good sense or advantage.
If sahaugin have taken casualties and none of their foes are at least injured, they will flee without hesitation. If any foe in injured, they fight to the death, their bloodlust consuming them.
Out of Combat
Sahaugin Cultists hate land dwellers, and they hate the Civilized. Civilized land dwellers will be attacked, either by force of arms, or by having their water supplies tampered with. Land dwellers without the Spark, like goblins, orcs, gnolls, and the like, may be cautiously, and reluctantly, taken as allies.
Goblins don't like sahaugun,. because they totally don't get how awesome fire is. Orcs love sahaugin, as getting them to leave dead fish in the wells of their enemies appeals to an orcs nature.
Sahaugin can be found cohabiting dungeons, if there are popols of water to live in.
Sahaugin are often allied with Aboleths, but the less said about that monstrous relationship, the better. Suffice to say, just destroy them all, it's the only safe thing to do.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |