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 three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
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): sacred flame, spare the dying
1st level (4 slots): guiding bolt, sanctuary
2nd level (3 slots):hold person, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians
4th level (2 slots): death ward
5th level (1 slots): 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.
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.
Shark Telepathy: The Sahuagin high priest can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. The Druid makes two attacks: one with its bite and one with its coral staff.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Coral Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Spellcasting: The druid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): frostbite (2d6), shape water
1st level (3 slots): cure wounds, fog cloud
2nd level (2 slots): hold person, heat metal
3rd level (2 slots): tidal wave
4th level (1 slots): watery sphere
Druidic Wild Shapes. (1/Day) The druid may use an action to take on the form of a beast which it has seen before. These forms are as follows: Giant Octopus or Hunter Shark.
Blood Frenzy. The deep diver has advantage on melee attacks against any creature doesn't have all of 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.
Lure. The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver shreds bright light in a 30-foot radius centered on itself and dim light for an additional 20 ft.
Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and one with its claw.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit (2d10 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.
Light of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 ft. 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 Sahuaguin swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The swarm can only breathe when underwater.
Seething. Once the swarm 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 beneath 0 hit points.
Bites. Melee Weapon Attack. +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: (4d6) piercing damage, or (2d6) piercing damage if the swarm has half of its hit points left or fewer.