Sahagin are a beast tribe from La Noscea, and are constantly fighting against Limsa Lominsa, attacking ships or citizens wandering outside the city-state. Their Primal is Leviathan, sometimes summoned to attack Lominsan ships, and their stronghold is the Sapsa Spawning Grounds in Western La Noscea. They appear to look like bipedal crocodiles with fins and their favored weapon is the spear or trident. Although the Sahagin have little love for the other races of Eorzea, not all desire conflict. Among those, Clutchfather Novv believes continual warring against Limsa Lominsa in the wake of the Calamity is suicidal. Instead, he feels establishing more peaceful relations is vital so the Sahagin race can recover, even going as far as aiding those harmed by more aggressive Sahagin such as the Coral Tridents. ___ > ## Sapsa Shelfclaw >*Medium humanoid (Sahagin), Lawful Evil* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30 ft, swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|12 (+1)|10 (+0)|12 (+1)|9 (-1)| >___ > - **Skills** Acrobatics +5, Athletics +3, Survival +3 > - **Damage Resistances** cold > - **Senses** darkvision 120ft, passive Perception 11 > - **Languages** Common, Sahaginspeak > - **Challenge** 2 (450 XP) >___ > ***Amphibious*** The sahagin can breathe air and water. > > ***Lacerate (3/day).*** As part of the sahagin's claw attack, the target must make a *DC 13 Dexterity* saving throw. On a fail, the target wounds start bleeding for *2 (1d4)* turns, causing it to lost *4(1d8)* hit points at the beginning of each of their turn. > ### Actions > ***Multiattack.*** The sahagin makes three melee attacks: one with its bite, two with its claws. > > ***Bite.*** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage. > > ***Claw.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage. \columnbreak ___ > ## Sapsa Shelfscale >*Medium humanoid (sahagin), lawful evil* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|14 (+2)|10 (+0)|12 (+1)|9 (-1)| >___ > - **Skills** Acrobatics +3, Athletics +5, Survival +3 > - **Damage Resistances** cold > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Common, Sahaginspeak > - **Challenge** 3 (700 XP) >___ > ***Amphibious.*** The sahagin can breathe air and water. > > ***True Trust.*** **_(Recharges 5-6)_**: The sahagin tries to pin down its opponent. As part of its attack, the target must make a DC 13 Dexterity saving throw or be restrained. The opponent can break out by passing a DC 13 Strength saving throw, or if the sahagin let go of them (no action required). While the target is restrained the sahagin can't move or take actions without first releasing them. > ### Actions > ***Enwater.*** **_(Recharges 5-6):_** As a bonus action, the sahagin empowers its next attack, adding 9 (2d8) cold damage to one single attack roll. > > ***Multiattack.*** The sahagin makes two melee attacks with its trident. > > ***Trident.*** _Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 12 (2d8 + 3) piercing damage, or 14 (2d10 + 3) piercing damage if used with two hands to make a melee attack. \pagebreakNum ___ > ## Sapsa Priest >*Medium humanoid (Sahagin), Lawful Evil* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 30 ft, swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|14 (+2)|14 (+2)|16 (+3)|18 (+4)|12 (+1)| >___ > - **Saving Throws** Int +6, Wis +7 > - **Skills** Arcana +6, Perception +7, Religion +6 > - **Damage Resistances** cold > - **Senses** darkvision 120ft, passive Perception 17 > - **Languages** Common, Sahaginspeak > - **Challenge** 6 (2,300 XP) >___ > ***Amphibious*** The sahagin can breathe air and water. > > ***Fluctuating Aether (5/day).*** When the sapsa priest casts a spell, it can choose to reroll once any damage or healing roll associated with it. The sapsa priest must use the new result. > > ***Innate Spellcasting.*** The sapsa priest's innate spellcasting ability is *Wisdom (spell save DC 15, +7 to hit* with spell attacks). It can innately cast the following spells, requiring no material components: > > At will: Word of radiance. 2/day each: Shield, acid arrow, crown of madness. 1/day each: Conjure elemental (water), destructive wave. > > ***Spellcasting.*** The sapsa priest is a 9th-level spellcaster. Its spellcasting ability is *Wisdom (spell save DC 15, +7 to hit* with spell attacks). The sapsa priest has the following spells prepared: > > *Cantrips (at will)*: Mold earth, shape water, thunderclap, resistance. *1st level (4 slots)*: Mage armor, create or destroy water, cure wounds, shield of faith, entangle, guiding bolt. *2nd level (4 slots)*: Barkskin, blindness/deafness, spiritual weapon, warding bond, hold person. *3rd level (3 slots)*: Wall of water, tidal wave, mass healing word, dispel magic, spirit shroud. *4th level (3 slots)*: Control water, grasping vine, guardian of nature *5th level (1 slot*): Maelstrom. > ### Actions > ***Multiattack.*** The sahagin makes two attacks with its quarterstaff. > > ***Quarterstaff.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) bludgeoning damage, or 6(1d8 + 2) bludgeoning damage if used with two hands. \columnbreak ___ > ## Sapsa Shelfspine >*Medium humanoid (sahagin), lawful evil* >___ > - **Armor Class** 17 (natural armor, shield) > - **Hit Points** 91 (14d8 + 28) > - **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|14 (+2)|10 (+0)|12 (+1)|9 (-1)| >___ > - **Skills** Athletics +5, Perception +5, Survival +3 > - **Damage Resistances** cold > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Common, Sahaginspeak > - **Challenge** 4 (1,100 XP) >___ > ***Amphibious.*** The sahagin can breathe air and water. > ### Actions > ***Multiattack.*** The sahagin makes three melee attacks: one with its bite and two with its spear. > > ***Bite.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage. > > ***Spear.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. > > ***Water Cannon.*** _Ranged Weapon Attack:_ +5 to hit, range 20/60 ft., one target. _Hit:_ 6 (1d6 + 3) cold damage. > > ***Hydroball.*** _**(Recharges 5-6):**_ The sahagin exhales water in a 10-feet cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. On a failed save, a targeted creature falls prone. \pagebreakNum ___ > ## Sapsa Shelftooth >*Medium humanoid (sahagin), lawful evil* >___ > - **Armor Class** 12 (15 with mage armor) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|12 (+1)|12 (+1)|17 (+3)|10 (+0)| >___ > - **Saving Throws** Int +3, Wis +5 > - **Skills** Medicine +5, Nature +3, Religion +3 > - **Damage Resistances** cold > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** Common, Sahaginspeak > - **Challenge** 3 (700 XP) >___ > ***Amphibious.*** The sahagin can breathe air and water. > > ***Fluctuating Aether.*** (3/Day) When the sahagin casts a spell it can choose to reroll once any damage or healing roll associated with it. The sahagin must use the new result. > > ***Spellcasting.*** The sahagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The sahagin has the following White Mage spells prepared: > > Cantrips (at will): _Mold earth, shape water, thunderclap, resistance._ > 1st level (4 slots): _Mage armor, create or destroy water, cure wounds, shield of faith, entangle._ > 2nd level (3 slots): _Barkskin, blindness/deafness, spiritual weapon._ > 3rd level (2 slots): _Wall of water, tidal wave, mass healing word._ > ### Actions > ***Multiattack.*** The sahagin makes two attacks with its quarterstaff. > > ***Quarterstaff.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. \pagebreakNum ## Ixal - Entire section credit to ***Avid*** From *Final Fantasy Wiki* Ixal are a race of bird-like Beastmen who worship the primal Garuda. Though they are mostly found in the highlands of Coerthas and the unseen Xelphatol, their frequent excursions into the northern Black Shroud has drawn them into conflict with Gridania. The Ixal are lithe in stature, and feature horns and a toothed beak. For reasons unknown, after their exile from the Black Shroud, new generations of Ixal have lacked pinion feathers. Having lost their ability to fly, they use balloons for transporting cargo throughout mountain passes. Their main stronghold is Natalan, located east of Camp Dragonhead in the Coerthas Highlands. As befitting their reverence for the Lady of Vortexes, the Ixal have an affinity to using wind magic, and her blessings power the airstones that guide their airships. ___ > ## Ixali Strongbeak >*Medium humanoid (Ixal), Lawful Evil* >___ > - **Armor Class** 13(natural armor) > - **Hit Points** 34 (5d8+5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|13 (+1)|10 (+0)|10 (+0)| >___ > - **Skills** Insight +4, Nature +5, Survival +4 > - **Damage Resistances** thunder > - **Senses** passive Perception 12 > - **Languages** Common, Ixali > - **Challenge** 3 (700 XP) >___ > ***Babaric Surge (3/day).*** As a bonus action, the Ixali Strongbeak can empower its attacks with rage. For 1d4 rounds, it deals an additional 1d6 thunder damage for all damage rolls, but has disadvantage to hit. > ### Actions > ***Multiattack.*** The Strongbeak makes two attacks with its Scimitar > > ***Scimitar.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage. > > ***Coming Storm (Recharge 5-6).*** The Ixal gathers the energy of the wind and makes an additional attack roll. \columnbreak ___ > ## Ixali Swiftbeak >*Medium humanoid (Ixal), Lawful Evil* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 25 (3d8+5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|13 (+1)|10 (+0)|10 (+0)| >___ > - **Skills** Athletics +2, Insight +4, Nature +5, Survival +4 > - **Damage Resistances** thunder > - **Senses** passive Perception 12 > - **Languages** Common, Ixali > - **Challenge** 2 (700 XP) >___ > ***Swift Gust (3/day).*** As a bonus action, the Ixali Swiftbeak calls forth the power of the wind to boost its evasion. For 1d4 rounds, it forces disadvantage on attack rolls made against it. > ### Actions > ***Multiattack.*** The Swiftbeak makes two attacks with its Spear > > ***Spear.*** _Melee Weapon Attack:_ +5 to hit, reach 10 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage. > > ***Coming Storm (Recharge 5-6).*** The Ixal gathers the energy of the wind and makes an additional attack roll. \pagebreakNum ___ > ## Ixali Wildtalon >*Medium humanoid (Ixal), Lawful Evil* >___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 55 (6d8+19) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Skills** Athletics +6, Insight +5, Nature +4, Survival +5 > - **Damage Resistances** thunder > - **Senses** passive Perception 11 > - **Languages** Common, Ixali > - **Challenge** 4 (1,100 XP) >___ > ***Strength of the Winds (3/day).*** As a bonus action, the Ixali Strongbeak surrounds its weapon with powerful gusts of wind. For 1d4 rounds, it has +5 to hit and its critical range is lowered to 19. > ### Actions > ***Multiattack.*** The Wildtalon makes two attacks with its Spear > > ***Greataxe.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 14 (2d10 + 3) slashing damage. > > ***Coming Storm (Recharge 5-6).*** The Ixal gathers the energy of the wind and makes an additional attack roll. > ### Reactions > ***Calm Breeze.*** The Ixal summons a calm breeze. The Ixal reduces the damage roll of an attack made against it by 2d6. If the attack is reduced to 0, the attack is reflected back towards the attacker at half strength. \columnbreak ___ > ## Ixali Fearcaller >*Medium humanoid (Ixal), Lawful Evil* >___ > - **Armor Class** 11 (14 with mage armor) > - **Hit Points** 28(5d8+9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|12 (+1)|10 (+0)|14 (+2)|16 (+3)|11 (+0)| >___ > - **Saving Throws** Int +4, Wis +5 > - **Skills** Arcana +4, Nature +6, Religion +4 > - **Damage Resistances** thunder > - **Senses** passive Perception 13 > - **Languages** Common, Ixali > - **Challenge** 4 (1,100 XP) >___ > ***Aetheric Surge (3/day).*** When the Ixali Fearcaller casts a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls. > > ***Spellcasting.*** The mage is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The mage has the following spells prepared: > > Cantrips (at will): _Gust, blade ward, booming blade, magic stone_ > 1st level (4 slots): _Chromatic Orb, mage armor, feather fall, earth tremor, fog cloud_ > 2nd level (3 slots): _Dust Devil, Shatter, Warding Wind_ > 3rd level (2 slots): _Haste, thunder step, Wind Wall_ > ### Actions > ***Multiattack.*** The Fearcaller makes two attacks with its Quarterstaff. > > ***Quarterstaff.*** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. \pagebreakNum ___ > ## Natalan Watchwolf >*Large beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 45 (5d10 + 15) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|15 (+2)|17 (+3)|3 (-4)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +5, Stealth +4 > - **Damage Immunities** cold > - **Senses** passive Perception 15 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. > ### Actions > ***Multiattack.*** The Watchwolf makes two attacks: One with its Bite and one with its Claw > > ***Bite.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > ***Claw.*** _Melee Weapon Attack:_ +6 to hit, reach 5ft ft., one target. _Hit:_ 9 (1d10 + 4) piercing damage. > > ***Sanguine Thirst (Recharge 6).*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10 + 4) piercing damage. The Watchwolf takes a deep bite out of its target and drinks its blood, regaining half as much damage dealt as hit points. \pagebreakNum ___ ___ > ## Natalan Fogcaller >*Medium humanoid (Ixal), Lawful Evil* >___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 75(6d8+26) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|14 (+2)|16 (+3)|18 (+4)|14 (+2)| >___ > - **Saving Throws** Int +6, Wis +7 > - **Skills** Arcana +6, Nature +9, Religion +6 > - **Damage Resistances** thunder > - **Senses** passive Perception 14 > - **Languages** Common, Ixali > - **Challenge** 7 (2,900 XP) >___ > ***Aetheric Surge (5/day).*** When the Ixali Fearcaller casts a spell, it may choose to reroll any damage die that resulted in a 1 or a 2. It must use the resulting rolls. > > ***Innate Spellcasting.*** The Fogcaller's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: > > At will: _Shillelagh_ > 2/day each: _Blur, healing word, gust of wind_ > 1/day each: _Conjure Elemental (wind), Control Winds_ > > ***Spellcasting.*** The Fogcaller is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The mage has the following spells prepared: > > Cantrips (at will): _Gust, blade ward, booming blade, magic stone_ > 1st level (4 slots): _Chromatic Orb, mage armor, feather fall, earth tremor, fog cloud_ > 2nd level (3 slots): _Dust Devil, Shatter, Warding Wind, Misty Step, Spiritual Weapon_ > 3rd level (3 slots): _Haste, thunder step, Wind Wall, Counterspell, Elemental Weapon, Pulse Wave_ > 4th level (3 slots): Elemental Bane, Gravity Sinkhole, Storm Sphere > 5th Level (1 slot): Destructive Wave > > ***Maelstrom Idol.*** The Natalan Fogcaller, and all allies within 30 feet of the Natalan Fogcaller have advantage on saving throws and are immune to the fear condition, and their weapon attacks deal an additional 1d4 damage on their melee or ranged weapon attacks. > ### Actions > ***Multiattack.*** The Fogcaller makes two attacks with its Quarterstaff. > > ***Quarterstaff.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. \pagebreakNum # Humanoids
**Saving Throws** Dex +6, Con +15, Wis +7, Cha +11 > **Skills** Intimidation +11, Perception +13 - **Damage Immunities** fire - **Condition Immunities** charmed, exhaustion > **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 > **Languages** Common, Ignan. - **Challenge** 20 (25,000 XP)