Fish-Men of Dagon Warrior
Medium elemental humanoid (aquatic)
Level 9 Skirmisher XP 400

Initiative +12        Senses Perception +6; low-light vision
Vile Stench aura 2; creatures who begin their turn in the area take a -2 to all attacks until the start of their next turn; this is a poison effect.
HP 97; Bloodied 48
AC 23; Fortitude 20, Reflex 23, Will 20
Resist 5 acid, 5 cold, 5 poison
Speed 6, swim 8

Rusty Rapier (standard, at-will) Weapon

+14 vs AC; 1d8+6 damage, plus 2 poison damage.

Rusty Javelins (standard, at-will)

Ranged 10/20; +14 vs AC; 1d6+6 damage, plus 2 poison damage.

Slippery Strike (standard, recharge ) Weapon

+14 vs AC; 1d8+6 damage, plus 2 poison damage. The fish-men can shift 2 before or after the attack (but not both).

Radiant Weakness

Radiant effects cause a fish-man of Dagon warrior to take a -2 penalty to attacks until the start of the fish-man’s next turn.

Slippery

The fish-man gains a +2 racial bonus to all rolls to escape a grab, and to saving throws against immobilization and restraint.

Alignment Chaotic evil        Languages Abyssal
Str 16 (+7)      Dex 22 (+10)      Wis 14 (+6)
Con 17 (+7)      Int 10 (+4)      Cha 10 (+4)


Published in Dungeon Magazine 156, page(s) 91, 98, 101.