Blood Frenzy: The sahuagin high priest has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness: The sahuagin high priest can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Serpent Hood: The sahuagin high priest has advantage on Stealth checks and, as a reaction, the sahuagin can make a bite attack against an opponent that moves within 5 ft. of it, whether or not the opponent has disengaged.
Shark Telepathy: The sahuagin high priest can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. The sahuagin high priest makes two attacks: one with its bite and one with its coral mace.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Coral Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Spellcasting: The sahuagin high priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, thaumaturgy, sacred flame, spare the dying
1st level (4 slots): bless, detect magic, guiding bolt, sanctuary
2nd level (3 slots): aid, hold person, spiritual weapon (trident), warding bond
3rd level (3 slots): glyph of warding, mass healing word, spirit guardians, tongues
4th level (3 slots): death ward, divination, locate creature
5th level (2 slots): greater restoration, mass cure wounds
Blood Frenzy. The Sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The Sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. The Sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) slashing damage.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Blood Frenzy. The blade master has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The blade master 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.
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 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Blood Frenzy. The Sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The Sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. The Sahuagin makes two attacks, either 2 with the shell launcher, two with the poisoned darts, or any combination.
Shell Launcher. Ranged Weapon Attack, +5 to hit, reach 60/120 ft., line pierce, Hit: (1d6 + 3) piercing damage. (1d6) piercing damage to pierced targets.
Acrid Darts. Ranged Weapon Attack, +5 to hit, reach 20/60 ft., one target, Hit: (1d4 + 3) piercing damage and (3d4) acid damage.
Acrid Shiv. Melee Weapon Attack, +5 to hit, 5 ft., one target, Hit: (1d4 +3) piercing damage and (3d4) acid damage.
Line Pierce. When the Hucker makes a ranged attack with its Shell Launcher, it rolls an additional, piercing attack against any creature in a line from the original target, and still in range of the shell launcher.
Spiny Camouflage. The crab has advantage on stealth checks to blend in with an underwater terrain.
Spiny Shell. When a creature is in contact with the crab, it takes (1d6) piercing damage at the start of its turn.
Mind Rock. The crab is relayed orders through the Mind Rock. It understands these orders. The Mind Rock requires a DC 25 Strength (Athletics) check to remove, and if removed this way, causes 8d10 necrotic damage to the crab. If the rock is touched and not bound to the crab, the creature makes a DC 20 wisdom saving throw or becomes controlled by the Mind Rock.
Multiattack. The giant makes two claw attacks or uses its bile hurl if recharged.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (3d8 + 6) bludgeoning damage and the target is grappled and restrained, escape DC 14 using strength (athletics).
Bile hurl. Ranged Attack (recharge 5-6). Hurls a ball of acid, range 60/240 ft. and 15 ft. radius. Targets in radius succeed on a DC 14 desterity save or take (5d10 + 5) acid damage and any mundane equipment is corroded beyond repair. On a success, the creature takes half damage and their equipment remains undamaged.
Natural Guards. The tenders are natural prison guards. They use Sleep to immobilize prisoners and Glyphs of Warding (explosive glyphs with passwords) to set on doors in prisons to explode if tampered with.
Amphibious. The triton can breathe air and water.
Fearless. The triton has advantage on saving throws against fear.
Life Aquatic. The triton can communicate with beasts that breathe water as if they shared a language and adds twice its proficiency bonus (+4) on Charisma (Animal Handling) checks with aquatic beasts.
Multiattack. The Tender either uses two general attacks, or casts a spell using its spellcasting.
Prodder. Melee Weapon Attack, +5 to hit, range 10 ft., one target. Hit: Target takes (1d6 + 3) piercing damage and is shoved 5 ft.
Snare Toss. Ranged Attack, +5 to hit, range 20 ft., one target. Hit: Target takes (1d4) bludgeoning damage and is restrained. Snare has AC 10, 5 hit points.
Manacle Grab. Melee Weapon Attack, +5 to hit, one target. Hit: Apply manacles to wrists of creature, make a grappling check, creature has disadvantage if restrained by the snare. If applied, creatures hands are bound. Escape DC 25 Strength (athletics) and manacles have AC 18 and 20 hit points.
Spellcasting. The Tender can cast the following spells per long rest. Its spellcasting ability is Intelligence, has a save DC 15, and spell attack of +7.
(3/Day): Sleep, casted at 6th level. (11d8)
(3/Day): Glyph of Warding
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items. The hag covets two items above all else. She must create them. She will go to any lengths to get them back. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. 30 days. Soul Bag: When a creature is killed, a Hag can catch the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. 7 days.
Infernal Shred. The hag cannot shift planes, thanks to Mist. Instead it, made a deal with The Umbral Cabal for new, infernal powers.
Multiattack. The hag makes two claw attacks or uses its infernal shred, if recharged.
Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her original form.
Infernal Shred. (recharge 5-6): Range 60 ft., 15 ft. radius of effect, giant infernal rune appears. Creatures in radius must make a DC 14 Constitution saving throw, or take (3d8) fire damage and catch on fire. On a success, the creatures takes half damage. The Hag is healed for any damage dealt.
Innate Spellcasting: The Hag uses Charisma, Save DC 14, attack +6 to hit. They can cast:
(2/day): ray of enfeeblement
(2/day): sleep
Shared Spellcasting: For shared spells, each Hag is a 12th-level spellcaster, using Intelligence. The save DC is DC 16, attack bonus is +8.
1st Level (5 slots): ray of sickness
2nd Level (4 slots): hold person
3rd Level (3 slots): Counterspell, lightning bolt
4th Level (2 slots): polymorph
5th Level (1 slot): cone of cold
6th Level (1 slot): eye bite