Page 223 - Monster Manual Expanded III Dragonix
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Sahuagin Duke
Large humanoid (sahuagin), lawful evil
Armor Class 16 (breastplate)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 14 (+2) 14 (+2) 17 (+3)
Saving Throws Str +8, Con +6, Wisdom +5
Skills Intimidation +9, Perception +8, Survival +5
Senses darkvision 120 ft., passive Perception 18
Languages Aquan, Sahuagin
Challenge 8 (3,900 XP) Proficiency Bonus +3
Malenti Blood Frenzy. The sahuagin has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Medium humanoid (sahuagin), lawful evil
Limited Amphibiousness. The sahuagin can breathe air and water,
but he needs to be submerged at least once every 4 hours to avoid
Armor Class 13 (natural armor)
suffocating.
Hit Points 16 (3d8 + 3)
Speed 20 ft., swim 40 ft. Shark Telepathy. The sahuagin can magically command any shark
within 120 feet of it, using a limited telepathy.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 15 (+2) Actions
Multiattack. The sahuagin makes three attacks: one with his Bite
Skills Deception +6, Perception +4, Persuasion +6 and two with his Claws or Trident.
Senses darkvision 120 ft., passive Perception 14
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10
Languages Common, Elvish, Sahuagin
(2d4 + 5) piercing damage.
Challenge 1 (200 XP) Proficiency Bonus +2
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Blood Frenzy. The malenti has advantage on melee attack rolls Hit: 12 (2d6 + 5) slashing damage.
against any creature that doesn't have all its hit points. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Limited Amphibiousness. The malenti can breathe air and water, range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14
but it needs to be submerged at least once every 4 hours to avoid (2d8 + 5) piercing damage if used with two hands to make a melee
suffocating. attack, plus 3 (1d6) lightning damage and the target can't take
reactions until the start of the sahuagin's next turn.
Shark Telepathy. The malenti can magically command any shark
within 120 feet of it, using a limited telepathy. Forked Lightning (Recharges 5-6). The sahuagin unleashes a bolt
of lightning that arcs toward a target of his choice that he can see
Sneak Attack (1/Turn). The malenti deals an extra 3 (1d6) damage
within 60 feet of him. Two bolts then leap from that target to as
when it hits a target with a weapon attack and has advantage
many as two other targets, each of which must be within 15 feet
on the attack roll, or when the target is within 5 feet of an ally of
of the first target. A target can be a creature or an object and can
the malenti that isn't incapacitated and the malenti doesn't have be targeted by only one of the bolts. Each target must make a DC
disadvantage on the attack roll.
14 Constitution saving throw. On a failed save, a target takes 18
Actions (4d8) lightning damage and is incapacitated until the end of the
sahuagin's next turn. On a successful save, a target takes half as
Multiattack. The malenti makes two melee attacks: one with its Bite much damage and isn't incapacitated.
and one with its Claws or Spear.
Legendary Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d3 + 2) piercing damage. The sahuagin can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
time and only at the end of another creature's turn. The sahuagin
(1d3 + 2) slashing damage.
regains spent legendary actions at the start of his turn.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Move. The sahuagin moves up to half his speed.
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 Bite. The sahuagin makes a Bite attack.
(1d8 + 2) piercing damage if used with two hands to make a melee Trident (Costs 2 Actions). The sahuagin makes a Trident attack.
attack. Water Jet (Costs 3 Actions). Ranged Weapon Attack: +8 to hit,
Bonus Actions range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and
the target is knocked prone if it fails a DC 14 Strength saving
Cunning Action. The malenti takes the Dash, Disengage, or Hide throw. If the target fails its saving throw by 5 or more, it is also
action. stunned until the end of its next turn.
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Bestiary

