Swimming with the Sharks
The sahuagin were an original creation by Steve Marsh for TSR-Era
D&D. They first appeared in Supplement II: Blackmoor in 1975, and, luckily, were
released as Open Gaming Content by OGL-era Wizards of the Coast. The result is
that we have 1st and 2nd edition AD&D sahuagin,
Pathfinder sahuagin, and the sahuagin of every WotC-era D&D to examine in
defining the “iconic” sahuagin. They have even made the leap into screen-based
games, such as Minecraft and Brave Frontier.
Cunning and savage fish-folk, the sahuagin hate everybody.
Especially aquatic elves…perhaps by extension all elves. They attack ships.
They work well with sharks, which they can command, so perhaps they don’t hate
everything.
The sahuagin are subject to mutation, sometimes having four arms. They are
also, apparently, sometimes far more human-like and at other times far more
fish- or shark-like in their skeletal structure.
Sahuagin differ from DCC’s Deep Ones in their inherent savagery,
their relationship to sharks, and their tendency to mutate. So, let’s go from
there are make them metal!
Scions of the Shark God
Elves have always gained their magical powers by making pacts with
supernatural entities – powerful demons, nature spirits, fey lords, and
eldritch beings from the dawn of time. Thousands of years ago, on the Isles of
Sahua, there was a group of elves whose devotion to the shark-god, Kuawangu.
They fed slaves to the sharks in His sacred pools, and in return they gained
the bounty and protection of the seas.
Sahua is long gone, brought beneath the waves in a fiery volcanic
cataclysm. Some say that there was a schism between the followers of jealous
patrons, and that the followers of Kuawangu were transformed to carry their
lord’s vengeance against all others. Some say that the elves of Sahua turned
from the shark-god, and He wreaked the destruction of their islands, elevating
the sharks from His sacred pools to rule the watery palaces where proud elven
folk once strode. Whatever the truth may be, Sahua is gone, and the Sahuagin
swarm where ancient charts once placed the island chain.
Sahuagin are tall, slender humanoids with green scaled skin,
shark-like teeth, and sharp claws. They favour tridents as weapons, but, like
elves, avoid the use of iron and steel. This may be an indication of their
elven ancestry, or it may be because such metal rusts quickly in the salty
brine of their ocean home. Their scales are darker toward their spines, fading
to a green-white on their bellies. Only a careful examination can determine the
gender of a non-pregnant female sahuagin, or an unaroused male.
Sahuagin Warrior: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite
+1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 1d20; SP control
sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C.
Sahuagin warriors can control up to 2 Hit Dice of sharks each. They
are capable of using strong lines of seaweed fibres and animal sinews to
grapple ships from below. The sahuagin holding each line adds drag to the ship,
slowing it until it is brought to a stop. The sahuagin then board the ship,
slaughtering all aboard before sinking the hapless vessel.
Let’s Get Dangerous
Already we have a pretty serviceable fish-man monster, but the thing
about sahuagin is that they are not all the same. Some sahuagin mutants have
four arms, according to even the earliest sources. What if these mutations
don’t stop with arms? What if they are caused by the same magic which transformed
the sahuagin into what they are in the first place?
Sahuagin mutants call themselves “Scions of Kuawangu”, and claim
that their mutations are the result of the Shark-God’s divine bloodline. When
rolling up a small band of sahuagin, the judge may use 1d30 to see which are
mutated. Alternately, roll 1d10 and use the numbers in parenthesis for
whichever sahuagin you decide are mutated.
Die Roll
|
Mutation
|
1-20
|
None
|
21-24 (1-4)
|
Additional pair of arms. +1 Action Die, and it is
possible to wield a second trident.
|
25 (5)
|
Extended fish tail. +20’ to swim speed, -5’ to land
speed.
|
26 (6)
|
Larger. Increase HD by 1d8+1. Increase melee attack
rolls and damage by +1.
|
27 (7)
|
Shark-attuned. Can control double the normal HD of sharks.
|
28 (8)
|
Feral bite. Bite damage increases by +1d on the dice
chain. Worse, wound continues bleeding for 1 damage each round until
staunched (requires 1 minute) or magical healing is applied.
|
29 (9)
|
Psionic. Enlarged head and brain. Can make a psychic
attack for 1d8 damage within 120’. Will save (DC 1d20 + sahuagin’s HD) for
half. If this is rolled more than once, increase damage by +1d on the dice
chain.
|
30 (10)
|
Multiple mutations. Roll 1d3. Ignore future
instances of multiple mutations. Or don’t, and make a truly terrifying
adversary.
|
For example:
Sahuagin Mutant: Init +2; Atk spear +3 melee (1d8+1) or claw +3 melee (1d3) or bite
+1 melee (1d6); AC 12; HD 2d8+2; MV 25’ or swim 50’; Act 2d20; SP control
sharks, grapple ships, four arms; SV Fort +2, Ref +3, Will +5; AL C. (Four
arms.)
Sahuagin Mutant: Init +2; Atk spear +4 melee (1d8+2) or claw +4 melee (1d3+1) or
bite +2 melee (1d6+1); AC 12; HD 3d8+3; MV 25’ or swim 50’; Act 1d20; SP
control sharks (6 HD), grapple ships, psionic attack (120’ range, 1d8 dam, Will
DC 13 half); SV Fort +2, Ref +3, Will +5; AL C. (Larger, shark-attuned, psionic.)
Sahuagin Mutant: Init +2; Atk spear +5 melee (1d8+3) or claw +5 melee (1d3+2) or
bite +3 melee (1d10); AC 12; HD 4d8+4; MV 25’ or swim 50’; Act 1d20; SP control
sharks, grapple ships; SV Fort +2, Ref +3, Will +5; AL C. (Larger twice, feral
bite three times.)
Just Add Sharks
Really, what is the point of including shark-controlling adversaries
without including some statistics for sharks? These are only base statistics;
the judge can and should modify them to create specific species or creatures.
Shark (Small): Init +5; Atk bite +2 melee (1d5); AC 12; HD 1d8+4; MV Swim 50’; Act
1d20; SP critical hit on 19-20; SV Fort +2, Ref +5, Will +0; AL N.
Shark (Medium): Init +4; Atk bite +3 melee (1d7); AC 14; HD 2d8+6; MV Swim 50’; Act
1d20; SP critical hit on 19-20; SV Fort +4, Ref +4, Will +0; AL N.
Shark (Large): Init +2; Atk bite +5 melee (1d12); AC 14; HD 4d8+8; MV Swim 40’;
Act 1d20; SP critical hit on 18-20; SV Fort +6, Ref +2, Will +0; AL N.
Shark (Very Large): Init +0; Atk bite +8 melee (1d16); AC 16; HD 8d8+16; MV Swim 40’;
Act 1d24; SP critical hit on 20-24; SV Fort +10, Ref +2, Will +0; AL N.
Sahuagin actually first appeared in 1975's Supplement II: BLACKMOOR. :)
ReplyDeleteD'oh!
DeleteThanks for the correction!
Me, i took some outre directions with the Sahuagin in my games, making the "Sea Devils" title into more literal fact, a civilization of exiles of the Nine Hell upon the material world.
ReplyDeleteThe Innsmouth-esque connection to elves i twisted with bits of fairy & witchcraft folklore: capturing the very young and unprotected to turn into their spawn or offering power and immortality through pacts - and transformation into Sahuagin.
But essentially, they are the extraplanar invaders/runaways, the small fish (duh) of the 9 Hells power pyramid carving a niche of their own in the smaller pond (ouch) mortal world.
That sounds cool!
DeleteIf I was going directly off "Sea Devils", though, I admit that I would be thinking Doctor Who..... :)