Page 251 - ghosts-of-saltmarsh
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SAHUAGIN BLADEMASTER                              resistance of  the water as they swing their hammers at
                                                            structures and foes with equal zeal.
           A cunning veteran of  countless campaigns. the sahuagin
           blademaster decorates its armor with the bones of  its   SAHUAGIN DEEP DIVER
           defeated foes. As demonstrated in The Final Enemy,   These mighty sahuagin, found in The Final Enemy, are
           sahuagin blademasters often serve as officers in the sa-  transformed by the divine magic of  Sekolah to enable
           huagin army.
                                                             them to better explore the darkest depths of  the ocean.
           SAHUAGIN  CHAMPION                                Out of  the water. they cling to shadows and serve as
                                                             hunters and assassins. A long, scaly lure that can be illu-
           Those sahuagin warriors who prove themselves through   minated extends from a deep diver's forehead.
           heroic acts are given both title and status. Sahuagin
           champions often serve as lieutenants in the sahuagin   SAHUAGIN HATCHLING SWARM
           army, as they do in The Final Enemy.
                                                             Roiling through the waters in The Final Enemy. these
                                                             swarms of  sahuagin hatchlings are dangerous to any
           SAHUAGIN  CORAL SMASHER
                                                             creatures they encounter. Other sahuagin avoid the
           Employed as frontline brutes in The Final Enemy. coral   swarms, while the individual members devour one an-
           smashers are drawn from the ranks of  the strongest sa-  other until only the strongest hatch  lings are left alive to
           huagin warriors. Their physical strength overcomes the   grow to maturity.

                                                             Lure. The deep diver can cause its lure to light up or darken at
           SAHUAGIN DEEP DIVER                               will. While the lure is lit, the deep diver sheds bright light in
           Medium humanoid (sahuagin), lawful evil
                                                             a 30-foot radius centered on itself  and dim light for an addi-
                                                             tional 20 feet.
           Armor Class 15 (natural armor)
           Hit Points 91  (14d8"' 28)                        Shark Telepathy. The deep diver can magically command any
           Speed 30 ft., swim 40 ft.                         shark within 120 feet of  it, using a limited telepathy.
             STR     DEX    CON     INT    WIS    CHA        A CTIONS
            14  (+2)   16 (+3)   15 (+2)   12 (+l)   13 (+1)   9 (-1)   Multiattack. The deep diver makes two attacks with its glaive,
                                                             or one attack with its bite and two with its claws.
           Saving Throws Con +4, Wis +3
           Skills Perception +5, Stealth +5                  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
           Senses darkvision 120 ft., passive Perception 15   Hit: 13 (2dl0 + 2) slashing damage.
           Languages Sahuagin
           Challenge 4 (l,100 XP)                            Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                             Hit: 7 (ldlO + 2)  piercing damage.
           Blood F renzy. The deep diver has advantage on melee attack   Claws.  Melee Weapon Attack: +4 to hit, reach S ft., one target.
           rolls against any creature that doesn't have all its hit points.   Hit: 6 (ld8 + 2)  slashing damage.
           Brine Lurker. The deep diver has advantage on Dexterity   Light of  Sekolah. The deep diver pulses magical light from its
           (Stealth) checks made while submerged in water.   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
           Limited Amphibiousness. The deep diver can breathe air and
           water, but it needs to be submerged at least once every 4 hours   charmed until the end of its next turn. A  creature charmed in
           to avoid suffocating.                             this way is incapacitated as it stares at the light.


                                                             Blood Frenzy. The swarm has advantage on melee attack rolls
           SAHUAGIN HATCHLING SWARM                          against any creature that doesn't have all its hit points.
           Large swarm of  Tiny beasts, chaotic evil
                                                             Seething. Once it enters combat, the swarm deals 10 slashing
           Armor Class 14                                    damage to itself at the end of  its turn if it did not make an
           Hit Points 52 (8dl0 + 8)                          attack on that turn. This damage ignores resistance, and it can·
           Speed 0 ft .. swim 40 ft.                         not reduce the swarm to 0 hit points.

             STR     DEX    CON     INT    WIS    CHA        Swarm. The swarm can occupy another creature's space and
             9 (-1)   18 (+4)   12 (+1)   3 (-4)   10 (+0)   3 (-4)   vice versa, and it can move through any opening large enough
                                                             for a Tiny creature. The swarm can't regain hit points or gain
           Damage Resistances bludgeoning, piercing, slashing   temporary hit points.
           Condition Immunities charmed, frightened, grappled,   Water Breathing. The swarm can breathe only underwater.
             paralyzed, petrified, prone, restrained, stunned
           Senses darkvision 120 ft., passive Perception 10   A CTIONS
           Languages -
           Challenge 3 (700 XP)                              Bites. Melee Weapon Attack: +6 to hit, reach 0 ft  .. one creature
                                                             in the swarm's space. Hit: 14 (4d6)  piercing damage, or 7 (2d6)
                                                             piercing damage ifthe swarm has half of  its hit points or fewer.
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