Ghosts of Saltmarsh

(Nancy Kaufman) #1

SAHUAGIN BLADEMASTER


A cunning veteran of countless campaigns. the sahuagin
blademaster decorates its armor with the bones of its
defeated foes. As demonstrated in The Final Enemy,
sahuagin blademasters often serve as officers in the sa-
huagin army.


SAHUAGIN CHAMPION


Those sahuagin warriors who prove themselves through
heroic acts are given both title and status. Sahuagin
champions often serve as lieutenants in the sahuagin
army, as they do in The Final Enemy.


SAHUAGIN CORAL SMASHER
Employed as frontline brutes in The Final Enemy. coral
smashers are drawn from the ranks of the strongest sa-
huagin warriors. Their physical strength overcomes the


SAHUAGIN DEEP DIVER
Medium humanoid (sahuagin), lawful evil

Armor Class 15 (natural armor)
Hit Points 91 (14d8"' 28)
Speed 30 ft., swim 40 ft.

STR
14 (+2)

DEX
16 (+3)

CON
15 (+2)

Saving Throws Con +4, Wis +3
Skills Perception +5, Stealth +5

INT
12 (+l)

WIS
13 (+1)

Senses darkvision 120 ft., passive Perception^15
Languages Sahuagin
Challenge 4 (l,100 XP)

CHA
9 (-1)

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

Brine Lurker. The deep diver has advantage on Dexterity
(Stealth) checks made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and
water, but it needs to be submerged at least once every 4 hours
to avoid suffocating.

SAHUAGIN HATCHLING SWARM
Large swarm of Tiny beasts, chaotic evil

Armor Class^14
Hit Points 52 (8dl 0 + 8)
Speed 0 ft .. swim 40 ft.

STR
9 (-1)

DEX
18 (+4)

CON
12 (+1)

INT

3 (-4)

WIS
10 (+0)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10
Languages-
Challenge^3 (700 XP)

CHA
3 (-4)

resistance of the water as they swing their hammers at
structures and foes with equal zeal.

SAHUAGIN DEEP DIVER
These mighty sahuagin, found in The Final Enemy, are
transformed by the divine magic of Sekolah to enable
them to better explore the darkest depths of the ocean.
Out of the water. they cling to shadows and serve as
hunters and assassins. A long, scaly lure that can be illu-
minated extends from a deep diver's forehead.

SAHUAGIN HATCHLING SWARM
Roiling through the waters in The Final Enemy. these
swarms of sahuagin hatchlings are dangerous to any
creatures they encounter. Other sahuagin avoid the
swarms, while the individual members devour one an-
other until only the strongest hatch lings are left alive to
grow to maturity.

Lure. The deep diver can cause its lure to light up or darken at
will. While the lure is lit, the deep diver sheds bright light in
a 30-foot radius centered on itself and dim light for an addi-
tional 20 feet.
Shark Telepathy. The deep diver can magically command any
shark within 120 feet of it, using a limited telepathy.

A CTIONS
Multiattack. The deep diver makes two attacks with its glaive,
or one attack with its bite and two with its claws.

Glaive. Melee Weapon Attack: +4 to hit, reach^10 ft., one target.
Hit: 13 (2dl0 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach^5 ft., one target.
Hit: 7 (ldlO + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit: 6 (ld8 + 2) slashing damage.
Light of Sekolah. The deep diver pulses magical light from its
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
charmed until the end of its next turn. A creature charmed in
this way is incapacitated as it stares at the light.

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

Seething. Once it enters combat, the swarm deals^10 slashing
damage to itself at the end of its turn if it did not make an
attack on that turn. This damage ignores resistance, and it can·
not reduce the swarm to^0 hit points.

Swarm. The swarm can occupy another creature's space and
vice versa, and it can move through any opening large enough
for a Tiny creature. The swarm can't regain hit points or gain
temporary hit points.

Water Breathing. The swarm can breathe only underwater.

A CT IONS
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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