D&D Fight Club
Klkkikk't't Shade Sahuagin Rogue/Ranger
By Robert Wiese

Design notes: I started this creature by trying to overcome its weaknesses rather than enhancing its strengths, and I think it turned out pretty well. Your players should be a bit surprised by this sahuagin that does not fight like other sahuagin and does not have the weaknesses of sahuagin. The name is an approximation only: The sahuagin language is not pronounceable by humans, and comprises mostly clicks, whistles and other sounds that carry underwater.

Coming from the Plane of Shadow, Klkkikk't't is different from the typical sahuagin, and he knows his superiority. Sahuagin know it, too, and fear him. (Well, somewhat -- as much as those fearless creatures can fear anything.) They won't follow him, so he normally operates alone. He is on the Material Plane to wreak havoc, and that is what he does best.

He normally attacks at night, when his powers are the strongest, and he is not afraid to venture onto land to attack towns, groups of adventurers, or lone wanderers. He revels in death. He tries to get the drop on his foes, and uses his melee skills to best advantage. If he can prepare the area using his spell-like abilities, such as lowering the light level so as to hide better, he does. Further, he loves to use his invisibility power and shadow teleporting abilities (in versions where he has these abilities) to surprise foes. The water is his natural home, and he is stronger there than anywhere else, but the shore is a perfectly acceptable hunting ground.

Here we offer three versions of Klkkikk't't for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Changes to his statistics when in darkness are noted in red.

1st-level Rogue/1st-level Ranger

3rd-level Rogue/5th-level Ranger

7th-level Rogue/6th-level Ranger

Medium-size Outsider

Medium-size Outsider

Medium-size Outsider

Challenge Rating: 6

Challenge Rating: 12

Challenge Rating: 17

Hit Dice: 2d8+2/+4 plus 1d6+1/+2 plus 1d10 +1/+2

Hit Dice: 2d8+2/+4 plus 3d6+3/+6 plus 5d10 +5/+10

Hit Dice: 2d8+2/+4 plus 7d6+7/+14 plus 6d10+6/+12

Hit Points: 21 (25)

Hit Points: 56 (66)

Hit Points: 96 (111)

Initiative Modifier: +1 (Dex)

Initiative Modifier: +1 (Dex)

Initiative Modifier: +5 (+1 Dex, +4 Improved Initiative)

Speed: 30 ft. (50 ft.), swim 60 ft. (80 ft.)

Speed: 30 ft. (50 ft.), swim 60 ft. (80 ft.)

Speed: 30 ft. (50 ft.), swim 60 ft. (80 ft.)

Armor Class: 17 (21), touch 11 (15), flatfooted 16 (20)
(+1 Dex, +5 natural, +1 bracers of armor, add +4 deflection in darkness)

Armor Class: 19 (23), touch 11 (15), flatfooted 19 (23)
(+1 Dex, +5 natural, +3 bracers of armor, add +4 deflection in darkness)

Armor Class: 22 (24), touch 14 (16), flatfooted 22 (24)
(+2 Dex, +5 natural, +3 bracers of armor, +2 ring of protection, add +4 deflection in darkness; +4 does not stack with +2 from ring)

Attacks:

  • Masterwork trident +5 (+7) melee add +2 competence bonus in darkness (1d8+3, add +2 damage in darkness)

AND

  • 2 rakes +2 (+4) melee (underwater only) add +2 competence bonus in darkness (1d4+1, add +2 damage in darkness)

AND

  • Bite +2 (+4) melee add +2 competence bonus in darkness (1d4+1, add +2 damage in darkness)

OR

  • Heavy crossbow +3 (+5) ranged add +2 competence bonus in darkness (1d10/19-20, add +2 damage in darkness)

Attacks:

  • +1 longsword +11/+6 (+13/+8) melee add +2 competence bonus in darkness (1d8+4/19-20. add +2 damage in darkness)

AND

  • +1 short sword +11 (+13) melee add +2 competence bonus in darkness 1d6+2/19-20, add +2 damage in darkness)

AND

  • 2 rakes +9 (+11) melee (underwater only) add +2 competence bonus in darkness (1d4+1, add +2 damage in darkness)

AND

  • Bite +9 (+11) melee add +2 competence bonus in darkness (1d4+1, add +2 damage in darkness)

OR

  • Heavy crossbow +9 (+11) ranged add +2 competence bonus in darkness (1d10/19-20, add +2 damage in darkness)

Attacks:

  • +2 keen longsword +18/+13/+8 (+20/+15/+10) melee add +2 competence bonus in darkness (1d8+7/17-20, add +2 damage in darkness)

AND

  • +1 short sword +17/+12 (+19/+14) melee add +2 competence bonus in darkness 1d6+3/19-20, add +2 damage in darkness)

AND

  • 2 rakes +15 (+17) melee (underwater only) add +2 competence bonus in darkness (1d4+2, add +2 damage in darkness)

AND

  • Bite +15 (+17) melee add +2 competence bonus in darkness (1d4+2, add +2 damage in darkness)

OR

  • Heavy crossbow +14 (+16) ranged add +2 competence bonus in darkness (1d10/19-20, add +2 damage in darkness)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Amphibious (Ex) -- Can survive out of water for 24 (28) hours before drowning in air.
  • Freshwater Sensitivity (Ex) -- If fully immersed in fresh water, it must succeed at Fort save DC 15 or leave the area immediately. If it cannot escape, it suffers -4 morale penalty to all attack rolls, saves, and checks.
  • Light Blindness (Ex) overcome by Daylight Adaptation feat.
  • Underwater Sense (Ex) -- A sahuagin can locate creatures underwater within a 30-foot radius. This negates the effects of invisibility and poor visibility. It is less effective against creatures without a central nervous system; a sahuagin can locate such creatures only within a 15-foot radius.
  • Speak with Sharks (Ex) -- Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is fairly simple.
  • Blood Frenzy -- Once per day, a sahuagin that takes damage in combat can fly into a rage the following round, clawing and biting madly until either it or its opponent is slain. +2 Str, +2 Con, -2 AC. It cannot end the rage voluntarily.
  • Control Light (Sp) -- Can decrease brightness of light within 100 ft. by 40% . Those in the affected area gain +1 bonus to Hide checks for each 25% decrease.
  • Fast Healing (Ex) -- Regains 2 hit points per round except in bright light.
  • Invisibility (Sp) -- As spell cast by 4th-level sorcerer.
  • Shadesight (Sp) -- Darkvision 60 ft. range. Can see through any darkness effects, but not through fog, invisibility, obscurement, etc.
  • Shadow Image (Sp) -- 3/day, as mirror image spell as 4th-level sorcerer.
  • Spell Resistance 15
  • Sneak Attack +1d6
  • Traps
  • Ranger favored enemy: Elves -- +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, and damage.

Special Attacks/Qualities:

  • Amphibious (Ex) -- Can survive out of water for 24 (28) hours before drowning in air.
  • Freshwater Sensitivity (Ex) -- If fully immersed in fresh water, it must succeed at Fort save DC 15 or leave the area immediately. If it cannot escape, it suffers -4 morale penalty to all attack rolls, saves, and checks.
  • Light Blindness (Ex) overcome by Daylight Adaptation feat.
  • Underwater Sense (Ex) -- A sahuagin can locate creatures underwater within a 30-foot radius. This negates the effects of invisibility and poor visibility. It is less effective against creatures without a central nervous system; a sahuagin can locate such creatures only within a 15-foot radius.
  • Speak with Sharks (Ex) -- Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is fairly simple.
  • Blood Frenzy -- Once per day, a sahuagin that takes damage in combat can fly into a rage the following round, clawing and biting madly until either it or its opponent is slain. +2 Str, +2 Con, -2 AC. It cannot end the rage voluntarily.
  • Control Light (Sp) -- Can decrease brightness of light within 100 ft. by 100% . Those in the affected area gain +1 bonus to Hide checks for each 25% decrease.
  • Fast Healing (Ex) -- Regains 2 hit points per round except in bright light.
  • Invisibility (Sp) -- As spell cast by 10th level sorcerer.
  • Shadesight (Sp) -- Darkvision 60 ft. range. Can see through any darkness effects, but not through fog, invisibility, obscurement, etc.
  • Shadow Image (Sp) -- 3/day, as mirror image spell as 10th-level sorcerer.
  • Spell Resistance 21
  • Shadow Stride (Sp) -- Can vanish from its current location and reappear in any shadow within 300 ft., as often as once every 2 rounds. This is a move-equivalent action, so it can take a partial action before or after the jump.
  • Sneak Attack +2d6
  • Evasion
  • Traps
  • Uncanny Dodge (Dex bonus to AC).
  • Ranger favored enemy: Elves -- +2 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, and damage.
  • Ranger 2nd favored enemy: Humans -- +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, and damage.
  • Ranger spells (cast 1 1st level spell per day, save DC 11 + spell level)

Special Attacks/Qualities:

  • Amphibious (Ex) -- Can survive out of water for 24 (28) hours before drowning in air.
  • Freshwater Sensitivity (Ex) -- If fully immersed in fresh water, it must succeed at Fort save DC 15 or leave the area immediately. If it cannot escape, it suffers -4 morale penalty to all attack rolls, saves, and checks.
  • Light Blindness (Ex) overcome by Daylight Adaptation feat.
  • Underwater Sense (Ex) -- A sahuagin can locate creatures underwater within a 30-foot radius. This negates the effects of invisibility and poor visibility. It is less effective against creatures without a central nervous system; a sahuagin can locate such creatures only within a 15-foot radius.
  • Speak with Sharks (Ex) -- Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is fairly simple.
  • Blood Frenzy -- Once per day, a sahuagin that takes damage in combat can fly into a rage the following round, clawing and biting madly until either it or its opponent is slain. +2 Str, +2 Con, -2 AC. It cannot end the rage voluntarily.
  • Control Light (Sp) -- Can decrease brightness of light within 100 ft. by 150% . Those in the affected area gain +1 bonus to Hide checks for each 25% decrease.
  • Fast Healing (Ex) -- Regains 2 hit points per round except in bright light.
  • Invisibility (Sp) -- As spell cast by 15th-level sorcerer.
  • Shadesight (Sp) -- Darkvision 60 ft. range. Can see through any darkness effects, but not through fog, invisibility, obscurement, etc.
  • Shadow Image (Sp) -- 3/day, as mirror image spell as 15th-level sorcerer.
  • Spell Resistance 26
  • Shadow Stride (Sp) -- Can vanish from its current location and reappear in any shadow within 300 ft., as often as once every 2 rounds. This is a move-equivalent action, so it can take a partial action before or after the jump.
  • Shadow Travel (Sp) -- 1/day can use teleport without error to reach shadowy area on same plane, or plane shift to access the Plane of Shadow. He must be in the shadows to use this ability.
  • Sneak Attack +4d6
  • Evasion
  • Traps
  • Uncanny Dodge (Dex bonus to AC, can't be flanked).
  • Ranger favored enemy: Elves -- +2 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, and damage.
  • Ranger 2nd favored enemy: Humans -- +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks, and damage.
  • Ranger spells (cast 2 1st-level spells per day, save DC 11 + spell level).

Saving Throws:

Fortitude +6 (+11) (+2)+4 luck bonus in darkness

Reflex +3 (+7) +4 luck bonus in darkness

Will +1 (+5) +4 luck bonus in darkness

Saving Throws:

Fortitude +9 (+14) (+2)+4 luck bonus in darkness

Reflex +5 (+9) +4 luck bonus in darkness

Will +3 (+7) +4 luck bonus in darkness

Saving Throws:

Fortitude +12 (+17) (+3)+4 luck bonus in darkness

Reflex +9 (+13) +4 luck bonus in darkness

Will +5 (+9) +4 luck bonus in darkness

Strength: 15

Strength: 16

Strength: 20

Dexterity: 13

Dexterity: 13

Dexterity: 14

Constitution: 12 (14 in darkness)

Constitution: 12 (14 in darkness)

Constitution: 14 (16 in darkness)

Intelligence: 14

Intelligence: 14

Intelligence: 14

Wisdom: 13

Wisdom: 13

Wisdom: 13

Charisma: 9 (11 in darkness)

Charisma: 9 (11 in darkness)

Charisma: 9 (11 in darkness)

Skills : Animal Empathy +2 (+3) (+0), Hide +9* (+17) +8 bonus in darkness, Listen +9* (+13) +4 bonus in darkness, Move Silently +5 (+13) +8 bonus in darkness, Profession (hunter) +2 , Spot +10* (+14) +4 bonus in darkness, Swim +10 , Wilderness Lore +5*

Add +4 to Hide, Listen, and Spot underwater.

Add +8 bonus to Wilderness Lore and Profession (hunter) checks within 50 miles of its home.

Skills : Animal Empathy +6 (+7) (+0), Hide +15* (+23) +8 bonus in darkness, Jump +11 , Listen +14* (+18) +4 bonus in darkness, Move Silently +14 (+22) +8 bonus in darkness, Profession (hunter) +2 , Spot +17* (+21) +4 bonus in darkness, Swim +11 , Wilderness Lore +10*

Add +4 to Hide, Listen, and Spot underwater.

Add +8 bonus to Wilderness Lore and Profession (hunter) checks within 50 miles of its home.

Skills : Animal Empathy +10 (+11) (+0), Balance +10 , Diplomacy +1 (+2) (+0) , Hide +20* (+28) +8 bonus in darkness, Jump +47 , Listen +19* (+23) +4 bonus in darkness, Move Silently +18 (+26) +8 bonus in darkness, Profession (hunter) +6 , Sense Motive +9 , Spot +21* (+25) +4 bonus in darkness, Swim +13 , Wilderness Lore +12*

Add +4 to Hide, Listen, and Spot underwater.

Add +8 bonus to Wilderness Lore and Profession (hunter) checks within 50 miles of its home.

Feats : Daylight Adaptation*, Multiattack, Track.

Feats : Daylight Adaptation*, Multiattack, Track, Weapon Focus (longsword), Weapon focus (short sword).

Feats : Daylight Adaptation*, Improved Initiative, Improved Two-Weapon Fighting, Multiattack, Track, Weapon Focus (longsword), Weapon Focus (short sword).

Alignment: Lawful Evil

Alignment: Lawful Evil

Alignment: Lawful Evil

Languages: Sahuagin

Languages: Sahuagin

Languages: Sahuagin

Equipment: The bonuses for these items are included in the statistics above. bracers of armor +1 , masterwork trident , brooch of shielding , potion of bull's strength.

Equipment: The bonuses for these items are included in the statistics above. bracers of armor +3 , +1 longsword , +1 short sword , potion of cat's grace.

Equipment: The bonuses for these items are included in the statistics above. belt of giant's strength +4 , amulet of health +2 , bracers of armor +3 , ring of protection +2 , ring of jumping , +2 keen longsword , +1 short sword.

*Daylight Adaptation: If you are a type of creature that suffers circumstance penalties when exposed to bright light, you no longer suffer those penalties, whether the light comes from natural or magical sources. From Forgotten Realms Campaign Setting.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.


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