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eae eS ‘Hit Points 60 (Ihdi + 11) © ‘Speed 10 fi, swim 40 ft ‘STR ‘(DEX cON (eo) 1261) 2G) CHA 12 (61) wT 6 (3) wis 14 (2) Saving Throws int +6 ‘Skills Arcana +6, Intimidation +4, Perception «5 ‘Senses darkvision 120 ft. passive Perception 15, Languages Sahuagin Challenge 5 (1,800 XP) Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points, Limited Aenphibiausness, The wave shaper can breathe air and water, butit needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy, The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy. Innate Spelicasting. The wave shaper's spellcasting ability is Intelligence (spell save OC 14, +6 to hit with spell attacks). It ‘can east the fellowing spells, requiring only verbal components: ‘At wil: mes day: comprehend languages AcTIONS ‘Multiattack, The wave shapes makes two bite and one with its claws. Bite, Melee Weapon Attack: +4 to hit, reach 5, one target, Hite 0 (248 + 1) piercing damage plus 13 (3d8}) cold damage. Claws. Melee Weapon Attack: +4 ta hit, reach 5 ft., one target, Hits 10 (248 + 1} slashing damage plus 13 (348) cold damage. Whirlpoo! (I/day). The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whitlpoo! forms a vortex that is $ feet wide at the base, up to 50 feet wide at the top, 25 feet tll, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can ‘swirn away from the vortex by succeeding on a DC 14 Strength (Athleties} check. ‘When a creature enters the vortex for the frst time on a ture or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the ereature takes 9 (248) bludgeoning damage and is caught in the vortex until it ends, On a success, ‘the creature takes half damage and isn't caught in the vortex. A ‘creature caught in the vortex can use its action to try ta swim away from the vartex as described above, but it has disadvan. tage on the Strength (Athletics) check to da so, ‘The first time each turn that an abject enters. the vortex, the ‘object takes 9 (248) bludgeoning damage. This damage occurs ‘each round it remains in the vortex, =—. tacks: ane with its Huge monstrosity, neutral evil , Maw oF SEKOLAH bi ‘Armor Class 12 (natural armor) Hit Points 114 (12d12 + 36) ‘Speed 0 ., swim 50 fe. wis 4 (2) CHA tds STR 245) DEX 12 (+0) CON 73) INT 2e4 Saving Throws Sir =8, Con +6 Skills Athletics +8, Perception +5 ‘Senses darkvision 120 ft., passive Perception 15, Languages Sahuagin, telepathy 100 ft Challenge 7 (2,300 XP) Legendary Resistance (2/Day). if the maw of Sekolah fails a sav- ing throw, it can choose to succeed instead. Water Breathing. The maw of Sekolah can breathe only underwater, ACTIONS: ‘Multiattack, The maw of Sekolah makes one attack with its bite and one attack with its tail smash. Bite, Melee Weopon Attack: +8to hit, reach 10, one target, Hit: 16 (2d10 + 5) piercing damage. Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 9 (108 + 5) bludgeoning damage. LEGENDARY ACTIONS ‘The maw of Sekolah can take 3 legendary actions, choosing, from the options below. Only one legendary action option can be used at a time and only at the end of another creature's: turn, The maw regains spent legendary actions at the start ofits turn. Detect. The maw of Sekolah makes a Wisdom (Percep- tion) check. Speed of Sekolah. The maw of Sekolah moves up tots speed. Feed (Costs 2 Actions). The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Se- kolah. Each creature of the maw’s choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (246) slashing damage on a failed save, or halfas much damage on a successful one. SSS ee SAHUAGIN HIGH PRIESTESS lawful evil ‘stk ‘DEX CON iNT wis 462 2G) 462) 12661) 16 (63) Throws Wis +6 Insight +6, Perception +6 ‘Senses darkvision 120 ft, passive Perception 16 Languages Sahuagin Challenge 5 (1,800 XP) Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points. CHA 10 (+0) i re Telepathy. The high priestess can magically command “any shark within 120 feet of her, using a limited telepathy. ‘Spellcasting. The high priestess is a 7th-level spelicaster. Her ‘spelicasting ability is Wisdom (spell save DC 14, +6 to hit with ‘spell attacks). She has the following cleric spells prepared: ‘Multiattack. The high priestess makes two attacks with her ‘toothsome staff, or one attack with her bite and one with : Melee Weapon Attack: +5 to hit, reach 5 ft, y eee ‘damage. GIANT CorAL SNAKE Large beast, unaligned ‘Armor Class 13 Hit Points 90 (12410 + i i 3] “= z 3 2 REN 6G) 462 26-4) 1060) 36-4) | ‘Senses blindsight 10 ft., passive Perception 12 "4 (1.100 xP) ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. iNT wis CHA G60) 1462) GN)-76-2) 1060) 7-2) Dex +4 | +2, Stealth +4 60 ft., passive Perception 12 STR DEX CON 4642) 16 (63) 15.662) INT 12(01) wis CHA Be) 9¢) Blood Frenzy. The deep diver has advantage on melee attack tolls against any creature that doesn't have all its hit points. Limited Amphibiousnes. The deep diver can breathe sir and ‘water, but it needs to be submerged at least once every 4 hours to avoid suflocating. ‘Lure. The deep diver can cause its lure to light up or darken at will. While the lure slit, the deep diver sheds bright light in '430-foot radius centered on itself and dim light for an addi- tional 20 feet. ‘Shark Telepathy. The deep diver can magically command any ‘hark within 120 eet of it, using a limited telepathy. ACTIONS ‘Mukiattack. The deep diver makes two attacks with its give, ‘or one attack with its bite and two with its claws. Glee, Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 13 (2d10 + 2) slashing damage. Bite. Melee Weapon Attock: +4 to hit, reach 5 ft. one target. Hit: 7 (1410 + 2) piercing damage. ‘Claws. Melee Weapon Attack: +4to hit. reach 5 ft, one ta Hit: 6 (148 + 2) slashing damage Light of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares atthe light. SSS SSS SSS SAHUAGIN HATCHLING SWARM Hit Points 52 (8410 + 8) ‘Speed 0 f., swim 40 ft STR DEX CON SE) 1864) 12641) INT WIS CHA 3-4) 1060) 3(-4) Damage ng, piercing. slashing Condition Immunities charmed, rightened. grappled, paralyzed, petrified, prone, restrained, stunned ‘Senses darkvision 120 ft. passive Perception 10 Languages — Challenge 3 (700 x?) STR DEX CON 173) 1OG0) 14402) INT i) wis CHA 10610) 12(01) Hold Breath. The sea ion can hod its breath for 1S minutes. AcTIONS: ‘Multiettack. The sea lion makes three attacks: one with its and two with its laws. ite. Melee Weapon Attack: +5 toh, reach Sf. one target. Hit: 7 (148 +3) piercing damage. (Claws. Melee Weapon Attack: +5 to hit, reach $ ft. one target Hit: § (144 +3) slashing damage, andthe target is pushed up to 5 feet away from the sea lion, —— ‘Blood Frenzy The swarm has advantage on melee attack rolls against any creature that doesn't have allt hitpoints. Seething. Once it enters combat, the swarm deals 10 slashing damage to itself at the end of ts turn ifit did not make an attack on that turn. This damage ignores resistance, and it can- ‘not reduce the swarm 10 hit points. ‘Swarm. The swarm can occupy another creature's space and vice versa, and ican move through any opening large enough fora Tiny creature. The swarm can’t regain hit points or gain temporary hit points, Water Breathing. The swarm can breathe only underwater. ACTIONS Bites. Melee Weapon Attack: +6 to hit, reach 0, one creature in the swarms space. Hit: 14 (4d6) piercing damage, or 7 246) piercing damage if the swarm has half of ts hit points or Fewer. SHELL SHARK Medium monstrouity, unaligned ‘Armor Class 18 (shell plate armor) Hit Points 32 (S48 + 10) Speed 0 ft swim 40 fe ‘SR OX CON INT WIS CHA 1562) EN MG 34 1060) 71-2) Sovng Tirows St Sil whens «6 Senses darkvision 120, passive Perception 10 Languages — ‘Challenge ?(450%P) ‘Blood Frenzy. The shark has advantage on melee atack lls against any cresture that doesn't have all its hitpoints. [Magic Resistance. The shark has advantage on saving throws ‘against spells and other magical effects. Woter Breathing, The shark can breathe only underwater, ACTIONS ‘Multiattack. The shark makes two bite attacks. Bite, Melee Weapon Attack: +4 to hit each 5 fone target. Hit: 13 (2610 + 2) piercing damage. | ‘Armor Class 20 (plate armor and shield) ‘Shark Telepathy. The blademaster can magically command any ‘Hit Points 97 (15d8 + 30) shark within 120 feet of it, using a limited telepathy. ‘Speed 30 ft. swim 40 ft, AcTIONS Fi was attn ca con ‘Multiattock. The blademaster makes theee attacks with its WEr3) 1Z(41) 1442) 121) (HO) 121) wavecutter blade, or one attack with its bite and two with ‘Saving Throws Str +6, Con +5 a Skills Athletics +6, intimidation +4 Wovecutter Blade. Melee Weapon Attack: +6 to hit, reach $f, —— ape ape Deranen cone target. Hit: 12 (248 + 3) slashing damage. Languages Sahu (Challenge 6 (2,300 XP) Bite. Melee Weapon Attack: +6 to hit, each $f, one target, Hit: 8 (1410+ 3) piercing damage. ‘Blood Frenzy. The blademaster has advantage on melee attack : ‘rolls against any creature that doesn't have alls hit points. - (ae ee SAHUAGIN CHAMPION Limited Amphibiousness. The champion can breathe air and Medium humanoid (sahuogin), lawful evil me nr ee ‘Class 16 (natural armor) ‘Shark Telepathy. The champion can magically command any Points 71 (13d8 + 13) ‘shark within 120 feet of it, using a limited telepathy. 30 ft, swim 40 ft. ACTIONS STR DEX «CON «INT «WIS CHA Wes) 4] NE EY BEY 9h Multiattack. The champion makes three attacks with its spear, ‘or one attack with its bite and two with its claws. ‘Spear. Melee or Ranged Weapon Attack: +5 to hit, each $ ft. or range 20/60 ft. one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (168 + 3) piercing damage if used with two hands to make a Perception +5 darkvision 120 ft. passive Perception 15 Sahuagin melee attack. Prony. The charapion hes sdvantoge on melee attack Bite. Melee Weapon Attack: +5 to hit, reach S ft, one target. against any creature that doesn’t have all its hit points. Hit: 5 (144 +3) piercing damage. ” Claws. Melee Weapon Attack +5 to hit, each Sf. . x P(e ingame Limited Amphibiousness. The coral smasher can breathe air, SAHUAGIN CORAL SMASHER nian, cures a : hours to avoid suffocating ‘Armor Clas 14 (natural armor) ‘Shark Telepathy. The coral smasher can magically command pan ‘any shark within 120 feet of it, using a limited telepathy. —— ‘Siege Monster. The coral smasher deals double damage to ob- ‘STR ‘DEX ‘CON iNT wis CHA jects and structures. 63) RE RE BE) BEY 9¢—r 3) REY RE REY BEN 9—) ne ‘Skills Perception +5 Multiattack. The coral smasher makes two attacks with its war Senses darkvsion 120 ft. passive Perception 15 hammer, of one atack with ts Bite and one with its claws. ‘Challenge 1 (200 XP) ‘Warhammer. Melee Weapon Attack: +5 to hit, reach § ft, one target. Hit: 7 (148 + 3) bludgeoning damage. Blood Frenzy. The coral smasher has advantage on melee Niels Wadi Nacht in OA reach 8 Phs/enniborgels attack rolls against any creature that doesn't have all its Hass fate) rng danoge ae hit points. Claws. Melee Weapon Attack: +5 to it, each $f, one target. Hit: S (Id4 + 3) slashing damage. es,

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