Darfellan Warrior (CR 1/2)

Medium Humanoid (Darfellan)
Alignment: Often chaotic neutral
Initiative: -1 (Dex); Senses: Listen -1 and Spot -1
Languages: Darfellan


AC: 12 (-1 Dex, +3 hide), touch 9, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref -1, Will -1
Speed: 20 ft. (10 ft. in hide armor, base speed 20 ft.), swim 40 ft. (30 ft. in hide armor)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Harpoon +4 melee or harpoon +0 ranged or bite +3 melee
Full Attack: Harpoon +4 melee and bite -1 melee or harpoon +0 ranged
Damage: Harpoon 1d10+2, Bite 1d6+1
Special Attacks/Actions: Racial hatred (sahuagin)
Abilities: Str 15, Dex 9, Con 12, Int 10, Wis 9, Cha 8
Special Qualities: Echolocation, hold breath (1st-level warrior)
Feats: Weapon Focus (harpoon)
Skills: Handle Animal +3 (+7 marine mammals), Listen -1, Spot -1, and Swim +8
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary, band (2-8), or pod (10-40 plus 100% noncombatants plus 1 3rd-level barbarian per 10 adults, 1 5th-level bard, and 1 5th-level barbarian)
Treasure/Possessions: Standard

Source: Stormwrack

Although they can be violent, darfellans do not usually initiate a battle, though they attack whale hunters without hesitation. They prefer to fight in the water, surrounding an enemy while darting in to make attacks. Out of water, they begin with ranged harpoon attacks, hoping to impale and then reel in enemies.

Skills: A darfellan has a +4 racial bonus on Handle Animal checks when working with orcas, dolphins, seals, whales, and other marine mammals.

A darfellan has a +8 racial bonus on any Swim check to perform a 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.