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.

