Page 245 - ghosts-of-saltmarsh
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MAW OF SEKOLAH
          Summoned from the shadowy depths of the ocean
          through ritual and tidal magic, the Maw of Sekolah ap-
          pears in The Final Enemy as the avatar of the hungry sa-
          huagin god. This huge, two-headed shark is fed  a steady
          diet of sentient creatures. captured by the sahuagin and
          offered up as tribute. Sahuagin priestesses adorn the
          fins of the maw of Sekolah with gemmed bands and pol-
          ished skulls.


          MAW OF SEKOLAH
          Huge monstrosity, neutral evil

          Armor Class 12 (natural armor)
          Hit Points 114 (12dl2 + 36)
          Speed 0 ft., swim 50 ft.

            STR     DEX    CON     INT    WIS    CHA
           21  (+5)   12 (+0)   17  (+3)   2 (-4)   14 (+2)   7 (-2)
                                                            MERFOLK SALVAGER
          Saving Throws Str +8, Con +6                      Veterans of scouring the wrecks and ruins found in the
          Skills Athletics +8,  Perception +5               deepest waters, these skilled warriors help defend their
          Senses darkvision 120 ft., passive Perception 15   kin with rapier-like weapons of living coral. The salvag-
          Languages Sahuagin, telepathy 100 ft.
          Challenge 7 (2,900 XP)                            ers escort other merfolk on scavenging missions, using
                                                            their keen senses to detect danger. They are found ally-
                                                            ing with the lizard folk in Danger at Dunwater.
          Legendary Resistance (2/Day).  If the maw of Sekolah fails a sav-
          ing throw, it can choose to succeed instead.
                                                            MERFOLK SALVAGER
          Water Breathing. The maw of Sekolah can breathe only
                                                            Medium humanoid (merfolk), neutral
          underwater.
          ACTI ONS                                          Armor Class 12
                                                            Hit Points 22 (4d8 + 4)
          Multiattack. The maw of Sekolah makes one attack with its bite
                                                            Speed 10 ft., swim 40 ft.
          and one attack with its tail smash.
          Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.   STR   DEX   CON   INT   WIS   CHA
          Hit: 16 (2d10 + 5)  piercing damage.               12 (+1)   14 (+2)   12 (+1)   11  {+O)   10 (+O)   13  (+l)
          Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one   Saving Throws Dex +4
          target. Hit: 9 (ld8 + 5)  bludgeoning damage.     Skills Athletics +3,  Perception +2
                                                            Senses passive  Perception 12
          LEGENDARY ACTI ON S                               Languages Aquan, Common
          The maw ofSekolah can take 3 legendary actions, choosing   Challenge l  (200 XP)
          from the options below. Only one legendary action option can
          be used at a time and only at the end of another creature's   Amphibious. The salvager can breathe air and water.
          turn. The maw regains spent legendary actions at the start
          of its turn.                                      A CTIONS
                                                            Mu/tiattack. The salvager makes two attacks with its
          Detect. The maw of Sekolah makes a Wisdom (Percep-
                                                            coral rapier.
           tion) check.
          Speed ofSekolah. The maw of Sekolah moves up to its speed.   Coral Rapier. Me/ee Attack: +4 to hit, reach 5 ft., one target. Hit:
          Feed (Costs 2 Actions). The ferocious spirit of Sekolah flashes   6 (ld8 +  2)  piercing damage.
           through the water, tearing through the foes of the maw of Se-
           kolah. Each creature of the maw's choosing within 60 feet of   Inject Toxin (2/ Day). Melee Attack: +4 to hit, reach S ft., one
           it must make a DC 16  Dexterity saving throw, taking 7 (2d6)   target. Hit: 6 (ld8 + 2)  piercing damage, and the creature must
           slashing damage on a failed  save, or half as much damage on   succeed on a DC 12 Constitution saving throw or be paralyzed
           a successful one.                                until the end of its next turn.


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