Ghosts of Saltmarsh

(Nancy Kaufman) #1

SANBALET
Medium humanoid (human). neutral evil


Armor Class 11
Hit Points 27 (6d8)
Speed 30 ft.


STR
10 (+O)

DEX
12 (+1)

Skills Arcana +5

CO N
11 (+O)

Senses passive Perception 11
languages Common
Challenge 1 (200 XP)

INT
, 6 (+3)

WIS
13 (+1)

CHA
14 (+2)

Spellcasting. Sanbalet is a 3rd-level s pellcaster. His spellcasting
ab ility is Intelligence (spell save DC 13, +5 to hit with spell at·
tacks). He has the following wizard spells prepa red:
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile,
silent image
2nd level (2 slots): magic mouth, scorching ray

A CTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.

SEA LION
Lorge beast, unaligned

Armor Class 16 (natural armor)
Hit Points 15 (2d10 + 4)
Speed 15 ft., swim 30 ft.

STR
17 (+3)

DEX
10 (+O)

CON
14 (+2)

Saving Throws Dex +2, Con +4
Skills Athletics +5, Perception +2
Senses passive Perception 12
languages-
Challenge 1/2 (100 XP)

INT
5 (- 3)

WIS
10 (+O)

CHA
12 (+1)

Hold Breath. The sea lion can hold its breath for 15 minutes.

A CTIO N S
Multiattack. The sea lion makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach S ft., one ta rget.
Hit: 7 (ld8 + 3) piercing damage.
Claws. Melee Weapon Attack: +S to h it, reach 5 ft., one targe t.
Hit: 5 (ld4 + 3) slashing damage, and the target is pushed u p
to 5 feet away from the sea lion.

SAN BA LET
In The Sinister Secret of Saltmarsh, Sanbalet is the
leader of the land-based half of a smuggling ring. He is a
cunning narcissist with an interest in illusion and mind
control. He defends the contraband stored in the caves
under the haunted house.

SEA LION
These large marine mammals live along coastal regions
and around islands at sea. One sea lion is kept in a cell
in the lowest reaches of the sahuagin fortress in The
Final Enemy.

SHELL SHARK
These impressive creatures. swimming through the
sahuagin stronghold in The Final Enemy. are chosen
by priestesses of Sekolah to serve as protectors and
messengers. The sharks are blessed in a ritual during
which plates of shell and coral are permanently affixed
to their bodies.

SHELL SHARK
Medium monstros11y, unaligned

Armo r Class 18 (shell plate armor)
Hit Points 32 (5d8 + 10)
Speed 0 ft., swim 40 ft.

STR
15 (+2)

DEX
12 (+l)

CON
14 (+2)

INT
3 (-4)

WIS
10 (+O)

CHA
7 (-2)
------------~~~~~~~
Saving Throws Str +6
Skills Athletics +6
Senses darkvision 120 ft., passive Perception 10
languages-
Challenge 2 (450 XP)

Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Magic Resistance. The shark has advantage on saving throws
against spells and other magical effects.

Water Breathing. The shark can breathe only underwater.

ACTION S
Mutt/attack. The shark makes t wo bite attacks.

Bite. Melee Weapon Attack: + 4 to hit, reach S ft., one target.
Hit: 13 (2d 10 + 2) piercing damage.
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