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.
\Pl'f :\DIX c \10:\S'TERS '"ll '1Prs
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