Sahuagin

Fiend · Medium

Shark-toothed sea devils that rise from the deep in war bands to raid fishing villages and ships at night. Blood in the water drives them into a frenzy, and they ride or call sharks.

Danger
A threat to the unwary
How it is met
In packs, by night
Challenge
1/2
SRD 5.2.1 stat blocks
Sahuagin Warrior

Where it is met

Rocky Shore, Sandy Shore, Coastal Shelf, Coral Reef, Kelp Forest, Deep Sea

Stat blocks (D&D 5e)

Sahuagin Warrior

Medium Fiend, Lawful Evil

AC 12 · Initiative +0 (10)

HP 22 (4d8 + 4)

Speed 30 ft., Swim 40 ft.

StrDexConIntWisCha
13 (+1), save +111 (+0), save +012 (+1), save +112 (+1), save +113 (+1), save +19 (−1), save −1

Skills Perception +5

Resistances Acid, Cold

Senses Darkvision 120 ft.; Passive Perception 15

Languages Sahuagin

CR 1/2 (XP 100; PB +2)

Traits

Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.

Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.

Actions

Multiattack. The sahuagin makes two Claw attacks.

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.

Bonus Actions

Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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