Ghosts of Saltmarsh

(Jeff_L) #1
SAHUAGIN BLADEMASTER
Medium humanoid (sahuagin), lawful evil

Armor Class 20 (plate armor and shield)
Hit Points 97 (1Sd8 + 30)
Speed 30 ft., swim 40 ft.

STR
16 (+3)

DEX
12 (+1)

CON
14 (+2)

INT
12 (+l)

Saving Throws Str +6, Con +5
Skills Athletics +6, Intimidation +4

WIS
11 (+O)

Senses darkvision 120 ft. , passive Perception 10
Languages Sahuagin
Challenge 6 (2,300 XP)

CHA
12 (+1)

Blood Frenzy. The blademaster has advantage on melee attack
rolls against any creature that doesn't have all its hit points.

SAHUAGIN CHAMPION
Medium humanoid (sahuagin), lawful evil

Armor Class 16 (natural armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft. , swim 40 ft.

STR
16 (+3)

DEX
14 (+2)

Skills Perception +S

CON
12 (+l)

INT

12 (+l)

WIS

(^13) (+1)
Senses darkvision 120 ft., passive Perception 15
languages Sahuagin
Challenge 3 (700 XP)
CHA
9 {-1)
Blood Frenzy. The champion has advantage on melee attack
rolls against any creature that doesn't have all its hit points.
SAHUAGIN CORAL SMASHER
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 33 (6d 8 + 6)
Speed 30 ft., swim 40 ft.
STR
16 (+3)
DEX
12 (+ 1)
Skills Perception +5
CON
12 (+l)
INT
12 (+l)
WIS
13 (+l)
Senses darkvision 120 ft .. passive Perception 15
Languages Sahuagin
Challenge 1 (200 XP)
CHA
9 {-1)
Blood Frenzy. The coral smasher has advantage on melee
attack rolls against any creature that doesn't have all its
hit points.
Limited Amphibiousness. The blademaster can breathe air and
water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.
Shark Telepathy. The blade master can magically command any
shark within 120 feet of it, using a limited telepathy.
ACTIONS
Multiattack. The blademaster makes three attacks with its
wavecutter blade, or one attack with its bite and two with
its claws.
Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: (^12) (2d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .. one target.
Hit: 8 (ldlO + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one ta rget.
Hit: 7 (ld 8 + 3) slashing damage.
Limited Amphibiousness. The champion can breathe air and
water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.
Shark Telepathy. The champion can magically command any
shark within 120 feet of it, using a limited telepathy.
ACTIONS
Multiattack. The champion makes three attacks with its spear,
or one attack with its bite and two with its claws.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
7 (ld8 + 3) piercing damage if used with two hands to make a
melee attack.
Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 5 (ld4 + 3) piercing damage.
Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.
Lim ited Amphibiousness. The coral smasher can breathe air
and water, but it needs to be submerged at least once every 4
hours to avoid suffocating.
Shark Telepathy. The coral smasher can magically command
any shark within 120 feet of 1t, using a limited telepathy.
Siege Monster. The coral smasher deals double damage to ob·
jects and structures.
ACTIONS
Multiattack. The coral smasher makes two attacks with i ts war·
hammer, or one attack with its bite and one with its claws.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (ld8 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 5 (ld4 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 5 (ld4 + 3) slashing damage.
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