The Slayer's Guide to Sahuagin is my first foray into the
Slayer's Guide series by Mongoose Publishing. For those not in the know, each
Slayer's Guide is devoted to a single (oft underutilized or overlooked) monstrous entity, and supposedly expands on the material presented in the
Monster Manual. As presented in that core rulebook, sahuagin are interesting, formidable, and scary.
The Slayer's Guide to Sahuagin doesn't change that, but it doesn't add much either.
What attracted me immediately to this work was the fine image on the cover. That, and I must admit I like Mongoose's logo for the
Slayer's Guide series. The inside cover is just a nice, and most of the art within the
Guide is high quality. The graphic presentation of the text is average for the industry, with only the tasteless application of pointless page borders to bring it down from that position. Art and presentation are really secondary concerns to me as a gamer as long as they don't hinder readability; it's the content that matters.
Unfortunately, the prose is slapdash, cobbled together in a breezy way that overuses imprecise pronouns, confusing the subject of some sentences. A quote from the
Guide, "Sharks are strangely docile in their presence, and they accompany them on hunting raids," shows what I mean. Annoying uses of future tense, senseless repetition, and weak modifiers are rife in the exposition, as well as widespread lack of proper punctuation. Further, the book is strangely organized, such as listing sahuagin treasure collecting and crafting habits under "Habitat", and a description of the sea-elf-like malenti under a section called "Stalking", while other sahuagin mutants are described two pages later, after text on sahuagin blood frenzy. Boswell also contradicts himself at least once, when saying in one place that sahuagin villages are never found deeper than 400 feet in one place, that they are found 200 to 1000 feet down in another, and typically around 500 feet in another.
Additional problems are less important to the book's usefulness, but noticeable. The use of the term "Games Master" to refer to the DM is bothersome, unnecessary under the d20 license, and unconventional even outside the d20 arena where the term is Game Master, or simply GM. Boswell refers to baby sahuagin as smelt, which are a specific type of small, silvery fish in the real world (not baby fish, which are called fry; baby sharks are called pups). A similarly poor choice of wording was naming female sahuagin "cows", leading to an entire section being humorously dubbed "Cult of the Cows".
Don't worry; Boswell's sea devils worship neither bovines, nor mammals of any kind. They don't worship their females either, but the females are priestesses. Religion is the "cornerstone" of sahuagin society, however, and it's here that one of the book's extrapolations from the
MM works. The sahuagin of this
Slayer's Guide worship a trinity of deities that make an alien, yet familiar, worldview. The creation myth is particularly inspired. I wondered, though, at the animal associated with the first of the sea devil deities born to the world, because of its clearly predatory nature, but subsequent association with prey.
The overview of sahuagin religion, and belief in "eat or be eaten", as well as the belief that the world above the waves is alien and evil, presents vast potential for creating a unique breed of monster. (Though one wonders why the sahuagin eat surface dwellers, if they're "demons".) Couple this with the rigidly lawful sahuagin described in the
MM, and you've got a grand subject for writing.
The Slayer's Guide to Sahuagin missed the proverbial boat though, because the author seems to have a limited concept of what lawful means, and deviates form stated facts in Wizards' creature guidebook in weird ways. To quote the
MM, "Every member of a sahuagin community knows its place well-and remains there." Not so with the
Guide sahuagin, they fight amongst themselves, from birth on, to determine dominance and social rank. The author, of course, is within rights to depart from forerunning information on the subject, but the behavior is a chaotic tendency, even if ritualized (as the drow show clearly).
Where the book could have detailed society, it lazily meanders through shallow rehashes of already existing material. Where it could have given compelling reasons and solid facts about sahuagin life and biology, the
Guide says little more than what's already been said (and cops out by stating the
Guide is not an academic treatise). The sum of the additions and alterations to the sahuagin (from what is presented in the
MM) goes unnoted in the statistics section of the book (like the ability to smell blood, or darkvision-like night sight listed in the "Sensing" section). Further, some add-ons seem contrived, like adding Will saving throws with variable DCs to resist the natural sahuagin blood frenzy (noting that the
MM states the sahuagin can frenzy-a choice, not a foregone conclusion). Others are plain ludicrous, like sahuagin fleeing if doused with a bucket of fresh water (referring to freshwater sensitivity), or faced with the "bright light" of a torch or lantern (referring to light blindness). These sahuagin also have 1 HD fighting young that are superior to the average mortal, not the +100% noncombatants listed in the
MM.
The new game bits of the book are hardly more useful. The prestige classes are poorly rendered, have a strange requirement (due to the fact that the required skill is cross-class for almost every NPC who would take the prestige classes), and do not follow [
D&D class conventions (such as in saving throw progression). Most of the class abilities are too powerful (like the High Priestess' frenzy ability that makes her more potent than almost any other sahuagin, not counting her spells), and those that aren't are generic or only apply easily if the DM uses the altered abilities that appear in the book. The feats and new spells are lackluster, poorly written, and one (Leaping Attack) fails to use similar abilities, like Spring Attack and the Jump skill, as points of reference for its benefits. Finally, the reference list of various sahuagin at the back of the book is handy, but leaves out many things I'd want, like the average sahuagin priestess. It also has mistakes that limit its usefulness, like a mysterious sneak attack listed in the royal guard's feats, or the 1 HD "smelt" listed at 2 HD with 11 hit points.
The back of the book claims that the
Guide contains a complete sea devil lair-a village of sahuagin that's part of an immense kingdom. This statement is misleading enough to be called a lie. No more than a page is dedicated to the village specifically, but mixed with generic village information, the section it's in takes three. There is nothing that remotely passes for a practical map of the place. The description of the village is ephemeral, there's no stat-block for it, and only two of the settlements NPCs are detailed in any way (and the baron is weaker than an "average" one in the reference list).
Shining like tiny gems in the mud are a few morsels of valuable and out-of-the-ordinary material. I already mentioned the creation myth and religion, but priestesses can acquire an unusual song ability that allows long-distance communication underwater; it's unique, original, and functional. Tidbits on constructing a sahuagin kingdom, and a few passages of the sea devils' warfare tactics are superior too. The scenario ideas section of the book is the real winner, with four ideas that can be incorporated into a sea-faring campaign as one-offs, or a string of adventures. One of these features a great idea to use the malenti in a mini-campaign.
Sadly, the admirable parts are far outweighed by the inferior ones. Even if the writing were sound, this 32-page book is little better than a hidebound rework of what's already out there, and the narratives it includes don't make up for this. Since this is my first reading of any of the
Slayer's Guides, I'm now wary about the whole series. Ecologies found in
Dragon magazine usually have more interesting things to say, in less space, and for much less money. To me
The Slayer's Guide to Sahuagin was an opportunity to take a great monster (seemingly based on the Cthulhu mythos' deep ones), and give them life. It fails.
Make up your own sahuagin, and reward yourself with the $10 you saved.
(1.75, D-)
This review was originally written for
Gaming Frontiers on 10/12/02.