The creation of sahaugin are a result of chaotic magics and the transmogrifying of a drowned humanoid, a piranha, and a sea turtle. These beings grow scales fit for aquatic life, gills, though they also keep use of their noses and lungs for walking on land. They have over exaggerated fingers and toes with thick webbing to help them swimming and a natural shell around their torsos that act as armor. sahaugin are found along shores, as they nest in the sand and overtake the coast until the hatchlings have made it to the water.
Medium Aquatic Elemental Monstrosity
Hit Points
26
Speed
30 ft
AC
14
Fortitude
14
Reflex
12
Will
12
Str
14 (+2)
Dex
14 (+2)
Con
18 (+4)
Int
11 (+0)
Wis
12 (+1)
Cha
13 (+1)
Absorptions. Water damage.
Immunities. DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state..
Resistances. Fire damage, BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source.
Weaknesses. Earth damage.
Water-breathing. The creature can breathe in water and is unaffected by DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet..
Darkvision. The creature can see in the darkness up to 120 ft.
Fast Swimming. The creature is able to use a Minor Action in the water to move an additional feet equal to half it’s movement speed.
Actions
Trident (Dex). +5 to hit AC. 1d8+2 Piercing damage.