Size:
Medium
Type:
Humanoid
Form:
biped
Temper:
# App:
± 1d8, Lair 1d6 x10, Wild 1d10+10
Lair:
Diet:
carnivore
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
12
Climb/Arboreal:
Flight:
Swim:
15
Benthic:
12
Burrow:
Ethereal:
Aliases: Sea Devil
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 trident, 1 bite or 2 talons, 1 bite, or heavy crossbow or net
Circumstance: Combat
1d8 trident, 1d4 bite, 1d4 talon, or by weapon
Special
Sense Movement
Can sense movement underwater within a 30-foot radius.
Special
Languages
Speaks its own language, as well as Common and usually one other language.
Special
Water Dependency
Can survive out of the water for 1d8 hours before dying from exposure.
Special
Fresh Water Vulnerability
A sahuagin fully immersed in fresh water must succeed on a save vs. Poison or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Special
Light Blindness
Abrupt exposure to bright light blinds a sahuagin for 1d4 rounds. On subsequent rounds, it is dazzled while operating in bright light.
Environments
aquatic-salt
Predatory fish-man race with green coloration, darker along the back and lighter on the belly
The Sahuagin are a predatory fish-man race that feature green coloration, darker along the back and lighter on the belly. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
A sahuagin can sense movement underwater within a 30-foot radius. It speaks its own language, as well as Common and usually one other language. A sahuagin can survive out of the water for 1d8 hours before dying from exposure. A sahuagin tears with its feet as it strikes with its talons or with a weapon. About half of any group of sahuagin are also armed with nets.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdon: 13
Charisma: 9
Skills
perception: +5
Offense
Bite
Circumstance: Melee
3 to hit, reach 5 ft., one target. (1d4 + 1) piercing damage.
Offense
Claws
Circumstance: Melee
3 to hit, reach 5 ft., one target. (1d4 + 1) slashing damage.
Offense
Spear
Circumstance: Melee, Ranged
3 to hit, reach 5 ft. or range 20/60 ft., one target. (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Action
Multiattack
The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Trait
Blood Frenzy
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
15
Items
spear
Senses
darkvision 120 ft.
Languages
Sahuagin
Environments
underwater
coastal
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
5e SRD
Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep
Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark
Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity
The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.
Sahuagin
Ravagers from Beneath the Waves
Sahuagin are fiendish terrors that prey on creatures above and below the water. Called "sea devils" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.
Sahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.
When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Sahuagin Baron)
Actions/Abilities/Traits: D&D 5e (Sahuagin Baron)
Attributes
Strength: 19
Dexterity: 15
Constitution: 16
Intelligence: 14
Wisdon: 13
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +6
Intelligence: +5
Wisdom: +4
Skills
perception: +7
Offense
Bite
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d4 + 4) piercing damage.
Offense
Trident
Circumstance: Melee, Ranged
7, reach 5 ft. or range 20/60 ft. (2d8 + 4) Piercing damage.
Offense
Claws
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Offense
Trident
Circumstance: Melee, Ranged
7 to hit, reach 5 ft. or range 20/60 ft., one target. (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Action
Multiattack
The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Reaction
Fiendish Blood
The sahuagin takes Piercing or Slashing damage. dcon 14, each creature of the sahuagin's choice in a 5-foot Emanation [Area of Effect]|Emanation originating from the sahuagin. 10 (3d6) Acid damage, and the target is cursed until it finishes a Short Rest|Short or Long Rest. While cursed, the target can't benefit from the Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.
Trait
Blood Frenzy
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
17
Items
trident
Items
breastplate
trident
Resistances
acid
cold
Senses
darkvision 120 ft.
Languages
Sahuagin
Environments
underwater
coastal
During times of great conflict, Sekolah blesses particularly ruthless sahuagin warriors with increased size and an additional pair of arms, transforming them into sahuagin barons. These boons elevate the recipients' status among their kind, and they become champions or leaders. Sahuagin barons' blood is infused with profane magic capable of searing their enemies and making these foes irresistible targets for other Fiends.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Baron)
Actions/Abilities/Traits: D&D 5e (Sahuagin Blademaster)
Actions/Abilities/Traits: D&D 5e (Sahuagin Blademaster)
Attributes
Strength: 16
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdon: 11
Charisma: 12
Saving Throws
Saving Throw Bonuses
Strength: +6
Consitution: +5
Skills
athletics: +6
intimidation: +4
Offense
Wavecutter Blade
Circumstance: Melee
6 to hit, reach 5 ft., one target. (2d8 + 3) slashing damage.
Offense
Bite
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d10 + 3) piercing damage.
Offense
Claws
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d8 + 3) slashing damage.
Action
Multiattack
The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.
Trait
Blood Frenzy
The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
10
Senses
darkvision 120 ft.
Languages
Sahuagin
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 sahuagin army.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Blademaster)
Actions/Abilities/Traits: D&D 5e (Sahuagin Champion)
Actions/Abilities/Traits: D&D 5e (Sahuagin Champion)
Attributes
Strength: 16
Dexterity: 14
Constitution: 12
Intelligence: 12
Wisdon: 13
Charisma: 9
Skills
perception: +5
Offense
Spear
Circumstance: Melee, Ranged
5 to hit, reach 5 ft. or range 20/60 ft., one target. (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Offense
Bite
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) piercing damage.
Offense
Claws
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 3) slashing damage.
Action
Multiattack
The champion makes three attacks with its spear, or one attack with its bite and two with its claws.
Trait
Blood Frenzy
The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The champion can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
15
Items
spear
Senses
darkvision 120 ft.
Languages
Sahuagin
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.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Champion)
Actions/Abilities/Traits: D&D 5e (Sahuagin Coral Smasher)
Actions/Abilities/Traits: D&D 5e (Sahuagin Coral Smasher)
Attributes
Strength: 16
Dexterity: 12
Constitution: 12
Intelligence: 12
Wisdon: 13
Charisma: 9
Skills
perception: +5
Offense
Warhammer
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 3) bludgeoning damage.
Offense
Bite
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) piercing damage.
Offense
Claws
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 3) slashing damage.
Action
Multiattack
The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.
Trait
Blood Frenzy
The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Siege Monster
The coral smasher deals double damage to objects and structures.
Trait
Passive Perception
15
Items
warhammer
Senses
darkvision 120 ft.
Languages
Sahuagin
Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Coral Smasher)
Actions/Abilities/Traits: D&D 5e (Sahuagin Deep Diver)
Actions/Abilities/Traits: D&D 5e (Sahuagin Deep Diver)
Attributes
Strength: 14
Dexterity: 16
Constitution: 15
Intelligence: 12
Wisdon: 13
Charisma: 9
Saving Throws
Saving Throw Bonuses
Consitution: +4
Wisdom: +3
Skills
perception: +5
stealth: +5
Offense
Glaive
Circumstance: Melee
4 to hit, reach 10 ft., one target. (2d10 + 2) slashing damage.
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage.
Offense
Claws
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) slashing damage.
Action
Multiattack
The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
Action
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 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.
Trait
Blood Frenzy
The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Brine Lurker
The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.
Trait
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.
Trait
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 additional 20 feet.
Trait
Shark Telepathy
The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
15
Items
glaive
Senses
darkvision 120 ft.
Languages
Sahuagin
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 illuminated extends from a deep diver's forehead.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Deep Diver)
Actions/Abilities/Traits: D&D 5e (Sahuagin Hatchling Swarm)
Actions/Abilities/Traits: D&D 5e (Sahuagin Hatchling Swarm)
Attributes
Strength: 9
Dexterity: 18
Constitution: 12
Intelligence: 3
Wisdon: 10
Charisma: 3
Offense
Bites
Circumstance: Melee
6 to hit, reach 0 ft., one creature in the swarm's space. (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Trait
Blood Frenzy
The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
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 cannot reduce the swarm to 0 hit points.
Trait
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.
Trait
Water Breathing
The swarm can breathe only underwater.
Trait
Passive Perception
10
Immunities
Condition Immunities
charmed
frightened
grappled
paralyzed
petrified
prone
restrained
stunned
Resistances
bludgeoning
piercing
slashing
Senses
darkvision 120 ft.
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 another until only the strongest hatchlings are left alive to grow to maturity.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Hatchling Swarm)
Actions/Abilities/Traits: D&D 5e (Sahuagin High Priestess)
Actions/Abilities/Traits: D&D 5e (Sahuagin High Priestess)
Attributes
Strength: 14
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdon: 16
Charisma: 10
Saving Throws
Saving Throw Bonuses
Wisdom: +6
Skills
insight: +6
perception: +6
Offense
Toothsome Staff
Circumstance: Melee
5 to hit, reach 5 ft., one target. (2d8 + 2) piercing damage.
Offense
Bite
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 2) piercing damage.
Offense
Claws
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d4 + 2) slashing damage.
Action
Multiattack
The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws.
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 1
Attribute: wis
The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save 14, 6 to hit with spell attacks). She has the following cleric spells prepared:
Cantrip: guidance
Cantrip: mending
Cantrip: resistance
Cantrip: thaumaturgy
Level 1: bless
Level 1: detect magic
Level 1: guiding bolt
Level 2: hold person
Level 2: spiritual weapon (trident)
Level 3: bestow curse
Level 3: fear
Level 3: mass healing word
Level 3: tongues
Level 4: banishment
Trait
Blood Frenzy
The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The high priestess can magically command any shark within 120 feet of her, using a limited telepathy.
Trait
Passive Perception
16
Senses
darkvision 120 ft.
Languages
Sahuagin
A sahuagin high priestess is the most devout and ferocious of all Sekolah's worshipers. Armed with a staff studded with jagged shark's teeth, she can be seen leading dark rituals in The Final Enemy.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin High Priestess)
Actions/Abilities/Traits: D&D 5e (Sahuagin Priest)
Actions/Abilities/Traits: D&D 5e (Sahuagin Priest)
Attributes
Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdon: 14
Charisma: 13
Skills
perception: +6
religion: +3
Offense
Spectral Jaws
Circumstance: Melee, Ranged
4, reach 5 ft. or range 120 ft. (2d8 + 2) Force damage.
Action
Multiattack
The sahuagin makes two Spectral Jaws attacks.
Spellcasting
Frequency:
At Will
Attribute: wis
The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save 12):
Thaumaturgy
Fiendish Aid (2/Day)
Frequency:
Daily
Attribute: wis
The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Bless
Healing Word
Spellcasting
Frequency:
Daily
Attribute: wis
The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save 12):
Hold Person
Tongues
Trait
Blood Frenzy
The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Trait
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.
Trait
Shark Telepathy
The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Trait
Passive Perception
16
Resistances
acid
cold
Senses
Darkvision 120 ft.
Languages
Sahuagin
Environments
coastal
underwater
Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or ally—a sacrifice to their fierce deities.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Priest)
Actions/Abilities/Traits: D&D 5e (Sahuagin Priestess)
Actions/Abilities/Traits: D&D 5e (Sahuagin Priestess)
Attributes
Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdon: 14
Charisma: 13
Skills
perception: +6
religion: +3
Offense
Bite
Circumstance: Melee
3 to hit, reach 5 ft., one target. (1d4 + 1) piercing damage.
Offense
Claws
Circumstance: Melee
3 to hit, reach 5 ft., one target. (1d4 + 1) slashing damage.
Action
Multiattack
The sahuagin makes two melee attacks: one with her bite and one with her claws.
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3
Attribute: wis
The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save 12, 4 to hit with spell attacks). She has the following cleric spells prepared:
Cantrip: guidance
Cantrip: thaumaturgy
Level 1: bless
Level 1: detect magic
Level 1: guiding bolt
Level 2: hold person
Level 2: spiritual weapon (trident)
Level 3: mass healing word
Level 3: tongues
Trait
Blood Frenzy
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
16
Senses
darkvision 120 ft.
Languages
Sahuagin
Environments
underwater
coastal
Actions/Abilities/Traits: D&D 5e (Sahuagin Priestess)
Actions/Abilities/Traits: D&D 5e (Sahuagin Warlock of Uk'otoa)
Actions/Abilities/Traits: D&D 5e (Sahuagin Warlock of Uk'otoa)
Attributes
Strength: 14
Dexterity: 10
Constitution: 11
Intelligence: 8
Wisdon: 8
Charisma: 16
Skills
arcana: +1
persuasion: +5
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one creature. (1d4 + 2) piercing damage.
Offense
Sword of Fathoms
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.
Offense
Eldritch Blast (Cantrip)
Circumstance: Ranged
5 to hit, range 120 ft., one creature. (1d10) force damage.
Action
Multiattack
The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The warlock's innate spellcasting ability is Charisma (spell save 13, 5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
eldritch blast (see "Actions" below)
minor illusion
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The warlock's innate spellcasting ability is Charisma (spell save 13, 5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
armor of Agathys
arms of Hadar
counterspell
crown of madness
invisibility
hunger of Hadar
Trait
Blood Frenzy
The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The warlock can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
9
Senses
darkvision 120 ft.
Languages
Common
Sahuagin
The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their blood-soaked dreams.
Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Warlock of Uk'otoa)
Actions/Abilities/Traits: D&D 5e (Sahuagin Warrior)
Actions/Abilities/Traits: D&D 5e (Sahuagin Warrior)
Attributes
Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 12
Wisdon: 13
Charisma: 9
Skills
perception: +5
Offense
Claw
Circumstance: Melee
3, reach 5 ft. (1d6 + 1) Slashing damage.
Action
Multiattack
The sahuagin makes two Claw attacks.
Bonus Action
Aquatic Charge
The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Trait
Blood Frenzy
The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Trait
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.
Trait
Shark Telepathy
The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Trait
Passive Perception
15
Resistances
acid
cold
Senses
Darkvision 120 ft.
Languages
Sahuagin
Environments
coastal
underwater
Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Warrior)
Actions/Abilities/Traits: D&D 5e (Sahuagin Wave Shaper)
Actions/Abilities/Traits: D&D 5e (Sahuagin Wave Shaper)
Attributes
Strength: 10
Dexterity: 12
Constitution: 12
Intelligence: 16
Wisdon: 14
Charisma: 12
Saving Throws
Saving Throw Bonuses
Intelligence: +6
Skills
arcana: +6
intimidation: +4
perception: +5
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (2d8 + 1) piercing damage plus 13 (3d8) cold damage.
Offense
Claws
Circumstance: Melee
4 to hit, reach 5 ft., one target. (2d8 + 1) slashing damage plus 13 (3d8) cold damage.
Action
Multiattack
The wave shaper makes two attacks: one with its bite and one with its claws.
Action
Whirlpool (1/Day)
The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a 14 Strength (Athletics) check.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.
Innate Spellcasting
Frequency:
At Will
Attribute: int
The wave shaper's spellcasting ability is Intelligence (spell save 14, 6 to hit with spell attacks). It can cast the following spells, requiring only verbal components:
message
Innate Spellcasting
Frequency:
Daily
Attribute: int
The wave shaper's spellcasting ability is Intelligence (spell save 14, 6 to hit with spell attacks). It can cast the following spells, requiring only verbal components:
comprehend languages
Trait
Blood Frenzy
The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Trait
Limited Amphibiousness
The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Trait
Shark Telepathy
The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
Trait
Passive Perception
15
Senses
darkvision 120 ft.
Languages
Sahuagin
These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools.
5e Tools
Actions/Abilities/Traits: D&D 5e (Sahuagin Wave Shaper)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
aquatic-salt
Offense
1 Attack
Circumstance: Combat
By weapon
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: Individuals: 1d6 pp each; Lair: 2d6×1,000 gp (75%), 3d6×100 pp (50%), 3d8 gems (50%), 2d6 jewellery (50%), 1 miscellaneous magic and 1 potion (50%)
Predatory fish-man race with green coloration, darker along the back and lighter on the belly
Sahuagin are humanoid ichthyans of evil alignment. They dwell in shallow, warmer salt waters and raid villages and communities on land for loot and sport. They are nocturnal.
Each sahuagin realm has a King and is divided into nine provinces, each ruled by a Prince. Each Prince will have a number of Barons under his command, and each Baron controls a war-band. The "Number Encountered" listing for this creature is for the lair of a typical war-band; the lairs of a Prince will be much larger.
If encountered outside their lair, there will be no females or hatchlings, no priestesses or above, and the band will be led by a warchief.
Sahuagin are typically armed as follows:
Dagger and spear 25% of the band
Dagger, trident and net 50% of the band
Dagger and heavy crossbow 25% of the band
All these weapons are fully usable both above and below the water, which makes them quite highly prized.
The sahuagin clergy will always be led by a priestess with 6 HD and the spell casting powers of an 8th level cleric. The remaining priestesses will be trainees of 2nd to 7th level (1d6+1). Their HD are equal to their spell casting level -2 (minimum 2). Sahuagin priestesses will typically be attende
OSRIC
Actions/Abilities/Traits: OSRIC
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
5e SRD
Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep
Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark
Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity
The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.
Sahuagin
Ravagers from Beneath the Waves
Sahuagin are fiendish terrors that prey on creatures above and below the water. Called "sea devils" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.
Sahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.
When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
5e Tools
Predatory fish-man race with green coloration, darker along the back and lighter on the belly
The Sahuagin are a predatory fish-man race that feature green coloration, darker along the back and lighter on the belly. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
A sahuagin can sense movement underwater within a 30-foot radius. It speaks its own language, as well as Common and usually one other language. A sahuagin can survive out of the water for 1d8 hours before dying from exposure. A sahuagin tears with its feet as it strikes with its talons or with a weapon. About half of any group of sahuagin are also armed with nets.
Basic Fantasy Field Guide Omnibus
Predatory fish-man race with green coloration, darker along the back and lighter on the belly
Sahuagin are humanoid ichthyans of evil alignment. They dwell in shallow, warmer salt waters and raid villages and communities on land for loot and sport. They are nocturnal.
Each sahuagin realm has a King and is divided into nine provinces, each ruled by a Prince. Each Prince will have a number of Barons under his command, and each Baron controls a war-band. The "Number Encountered" listing for this creature is for the lair of a typical war-band; the lairs of a Prince will be much larger.
If encountered outside their lair, there will be no females or hatchlings, no priestesses or above, and the band will be led by a warchief.
Sahuagin are typically armed as follows:
Dagger and spear 25% of the band
Dagger, trident and net 50% of the band
Dagger and heavy crossbow 25% of the band
All these weapons are fully usable both above and below the water, which makes them quite highly prized.
The sahuagin clergy will always be led by a priestess with 6 HD and the spell casting powers of an 8th level cleric. The remaining priestesses will be trainees of 2nd to 7th level (1d6+1). Their HD are equal to their spell casting level -2 (minimum 2). Sahuagin priestesses will typically be attende
OSRIC