Anguiliian


Medium-size Monstrous Humanoid (Aquatic)

Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft (4 squares), swim 50 ft
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d6+3)
Full Attack: Bite +6 melee (2d6+3) and 2 pincers +4 melee (1d4+1) and tail +4 melee (2d4+1) or javelin +5 ranged (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Attach, constrict 2d4+3, improved grab, rake 1d4+1
Special Qualities: Darkvision 60 ft, dart, freshwater sensitivity, immunity to electricity, light blindness, vulnerability to fire, water dependent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 17
Skills: Hide +6*, Listen +7*, Spot +7*, Swim +11
Feats: Alertness, Great Fortitude, Multiattack b

Environment: Temperate and warm aquatic
Organization: Solitary, scouting party (5-20), or tribe (10-60 plus 5th-level chieftain plus 40% chance of 3d4 marine eels)
Challenge Rating: 03
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large), or by character class
Level Adjustment: +4
 
This humanoid creature has a sinuous, eel-like body with a set of fleshy appendages tipped with bony pincers on the upper section. From its flanks about two-thirds of the way down its body spout two short legs, ending in wide, six-toed feet. Beyond the legs, it has a flat tail fringed on top and bottom with fins. The creature has reptilian eyes, and a jawless, circular mouth lined with row upon row of teeth. Its snout is blunt, and it has a pair of wide fins like spiny ears on the sides of its head. The creature?s scaly skin is muddy brown, with dots and speckles of black and tan.

The anguiliians are evil marine humanoids distantly related to the sahuagin. These carnivores hunt the ocean depths, scavenging for any meat they find, be it carrion, sea creatures, slain opponents, or even their own dead. Anguiliian meat is especially foul and pungent, and only desperate predators would kill one to eat it. Anguiliians only hunt on the water?s surface at night, and are often bold enough to hunt on land on moonless nights. They carry several stone-tipped javelins on such forays, and only carry out brief raids on quiet islands and passing ships.

Anguiliians form mobile, free-swimming tribes that cruise the ocean depths. Adult males act as scouts and hunters for the main group, while the females carry the eggs. Their social structure is a patriarchal hierarchy similar to that of the sahuagin, though lacking the rigid nobility and priest status.

An anguiliian is about 6 feet long and weighs 225 pounds.

Anguiliians speak their own dialect of Sahuagin, and many learn Aquan and Common and the languages of one or two other land or marine races.

COMBAT
Anguillians strike swiftly, hoping to overwhelm their opposition. In open water, they usually form a loose sphere around the enemy, attacking from all sides to keep the opponent flanked. Anguiliians can use their saw-like mouths to drill into the flesh of their opponents, eating them from the inside out. The pincers are nearly as versatile as humanoid arms and then some; they can cut, crush, and grasp almost any living thing.

Attach (Ex): If an anguiliian hits with its bite attack, it uses its powerful jaws to latch onto the opponent?s body. An attached anguiliian loses its Dexterity bonus to AC and thus has an AC of 14.

An attached anguiliian can be struck with a weapon or grappled itself. To remove an attached anguiliian through grappling, the opponent must achieve a pin against the creature.

An attached anguiliian can make two rake attacks and deals automatic bite damage each round. Additionally, it gains a +2 bonus on all attack rolls with its other natural attacks.

Constrict (Ex): An anguiliian deals 2d4+3 points of damage with a successful grapple check.

Improved Grab (Ex): If an anguiliian hits an opponent with both pincer attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict. An anguiliian can also rake a grappled opponent.

Rake (Ex): Attack bonus +4 melee, damage 1d4+1. An anguiliian also gains two rake attacks when it attacks while swimming.

Blindsense (Ex): An anguiliian can locate creatures underwater within a 30-foot radius. This ability works only when the anguiliian is underwater.

Dart (Ex): Once per minute, an anguiliian can double its normal swim speed (100 feet) when it makes a charge.

Freshwater Sensitivity (Ex): An anguiliian fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds anguiliians for round. On subsequent rounds, they are dazzled while operating in bright light.

Water Dependent (Ex): Anguiliians can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master?s Guide).

Skills: An anguiliian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Underwater, an anguiliian has a +4 racial bonus on Hide, Listen, and Spot checks.
 
1997 Wizards of the Coast, Inc.
Originally found in Monstrous Arcana: The Sea Devils (1997, Skip Williams).