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Size & Type (subtype):Medium-Size Humanoid (Aquatic)Hit Dice:2d8+2 (11)
Initiative:   +1 (Dex)   Speed:   30 ft., swim 40 ft.  
Armor Class:   16 (+1 Dex, +5 natural)   Attacks:   Trident +3 melee, 2 rakes +1 melee (or 2 rakes +3 melee,2 claws +1 melee), bite +1 melee; or heavy crossbow +2 ranged  
Damage:   Trident 1d8+2, rake 1d4+2 (1d4+1 when a secondaryattack), claw 1d2+1, bite 1d4+1; or heavy crossbow 1d10   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Blood frenzy   Special Qualities:   Speak with sharks, underwater sense, light sensitivity, amphibious, freshwater sensitivity  
Saving Throws  Fortitude: 4  
Reflex: 1  
Will: 1  
Abilities:   Str: 14
Dex: 13
Con: 12
Int: 14
Wis: 13
Cha: 9
Skills:   Animal Empathy +2, Hide +6*, Listen +7*, Profession(hunt) +2, Spot +7*, Wilderness Lore +1*   Feats:   Multiattack  
Climate and Terrain:   Warm aquatic   Climate:   warm  
Terrain:   aquatic   Organization:   Solitary, pair, team (5-8), patrol (11-20 plus 13rd-level lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks), or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1-4 underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1 baron of 6th-8th level plus 5-8 sharks)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   Standard   Alignment:   Always lawful evil  
Advancement:   By character class  


If a community of aquatic elves is located within a hundred miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures are called malenti.


Malenti are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.

Blood Frenzy: Once per day a malenti that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The malenti cannot end its frenzy voluntarily.

Speak with Sharks (Ex): Malenti can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Malenti can use Animal Empathy to befriend and train sharks.

Underwater Sense (Ex): A malenti can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a malenti can locate such creatures only within a 15-foot radius. Malenti are not fooled by figments when underwater.

Light Sensitivity (Ex): Malenti suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Amphibious (Ex): Malenti can survive out of the water for 1 hour per point of Constitution.

Freshwater Sensitivity (Ex): A malenti fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the malenti fails and cannot escape, it suffers a -1 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Skills: Malenti receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (hunt) checks within fifty miles of their homes.

Malenti Characters

A male malenti's favored class is ranger. Female malenti favor the cleric class. Malenti clerics can choose any two of the following domains: Evil, Law, Strength, and War.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002