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SAHUAGIN HIGH PRIESTESS
A sahuagin high priestess is the most devout and fero-
SAHUAGIN WAVE SHAPER
cious of all Sekolah's worshipers. Armed with a staff
Medium humanoid (sahuagin), lawful evil
studded with jagged shark's teeth, she can be seen lead-
ing dark rituals in The Final Enemy.
Armor Class 14 (na_tural armor)
Hit Points 60 (lld8 + 11)
SAHUAGIN WAVE SHAPER Speed 30 ft., swim 40 ft.
These hunched and twisted sahuagin sacrifice their
STR DEX CON INT WIS CHA
bodies to the mutating magic of Sekolah. Wave shapers
10 (+O) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)
add elemental magic to sahuagin armed forces (as seen
in The Final Enemy) and delight in creating destructive
Saving Throws Int +6
whirlpools.
Skills Arcana +6, Intimidation +4, Perception +5
Senses darkvision 120 ft., passive Perception 15
SAHUAGIN HIGH PRIESTESS Languages Sahuagin
Challenge S (1,800 XP)
Medium humanoid (sahuagin), lawful evil
Blood Frenzy. The wave shaper has advantage on me lee attack
Armor Class 14 (natural armor)
Hit Points 71 (lld8 + 22) rolls against any creature that doesn't have all its hit points.
Speed 30 ft., swim 40 ft.
Limited Amphibiousness. The wave shaper can breathe air and
water, but it needs to be submerged at least once every 4 hours
STR DEX CON INT WIS CHA to avoid suffocating.
14 (+2) 12 (+l) 14 (+2) 12 (+l) 16 (+3) 10 (+OJ
Shark Telepathy. The wave shaper can magically command any
Saving Throws Wis +6 shark within 120 feet of it, using a limited telepathy.
Skills Insight +6, Perception +6
Innate Spellcasting. The wave shaper's spellcasting ability is
Senses darkvision 120 ft., passive Perception 16
Intelligence (spell save DC 14, +6 to hit with spell attacks). It
Languages Sahuagin
Challenge 5 (l ,800 XP) can cast the following spells, requiring only verbal components:
At will: message
Blood Frenzy. The high priestess has advantage on melee 1/day: comprehend languages
attack rolls against any creature that doesn't have all its
hit points. ACTIONS
Limited Amphibiousness. The high priestess can breathe air Multiattack. The wave shaper makes two attacks: one with its
and water, but she needs to be submerged at least once every 4 bite and one with its claws.
hours to avoid suffocating.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shark Telepathy. The high priestess can magically command Hit: 10 (2d8 + 1) piercing damage plus l3 (3d8) cold damage.
any shark within 120 feet of her, using a limited telepathy.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Spellcasting. The high priestess is a 7th-level spellcaster. Her Hit: 10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
Whirlpool (1/day). The wave shaper targets a body of water at
spell attacks). She has the following cleric spells prepared:
least 50 feet square and 25 feet deep, causing a whirlpool to
Cantrips (at will): guidance, mending, resistance, thaumaturgy form in the center of the area. The whirlpool forms a vortex
l st level (4 slots): bless, detect magic, guiding bolt that is 5 feet wide at the base, up to 50 feet wide at the top,
2nd level (3 slots): hold person, spiritual weapon (trident) 25 feet tall, and lasts for 1 minute or until the wave shaper is
3rd level (3 slots): bestow curse.fear, mass healing word, tongues incapacitated. Any creature or object in the water and within
4th level (l slots): banishment 25 feet of the vortex is pulled 10 feet toward it. A creature can
swim away from the vortex by succeeding on a DC 14 Strength
ACTIONS (Athletics) check.
Multiattack. The high priestess makes two attacks with her When a creature enters the vortex for the first time on a turn
toothsome staff, or one attack with her bite and one with or starts its turn there, it must make a DC 14 Strength saving
her claws. throw. On a failed save, the creature takes 9 (2d8) bludgeoning
damage and is caught in the vortex until it ends. On a success,
Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the creature takes half damage and isn't caught in the vortex. A
one target. Hit: 11 (2d8 + 2) piercing damage.
creature caught in the vortex can use its action to try to swim
away from the vortex as described above, but it has disadvan·
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
tage on the Strength (Athletics) check to do so.
Hit: 4 (ld4 + 2) piercing damage.
The first time each turn that an object enters the vortex, the
Claws. Melee Weapon Attack: +5 to hit. reach 5 ft., one target. object takes 9 (2d8) bludgeoning damage. This damage occurs
Hit: 4 (ld4 + 2) slashing damage. each round it remains in the vortex.
APl'f:-:OIX < MONSTERS t\~O Nl'C'i

