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Sahuaguin Baron

Sahuaguin Baron Medium Humanoid (Sahuaguin), chaotic evil 5 1,800 xp

  • Armor class 16 (breastplate)
  • Hit points 75 (less cause better)
  • Speed 30 ft., swim 50 ft.
  • STR 19 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)

Save Throws: Dexterity +5, Constitution +6, Intelligence +5, Wisdom +4

Skills: Perception +7

Senses: darkvision 120 ft., passive perception 17

Languages: Sahuaguin (Aquan)

Challenge: 5 (1,800 xp)

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.

Actions

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.

Sahuaguin High Priestess

Sahuaguin High Priestess Medium Humanoid, Lawful Evil 6 2,300 xp

  • Armor class 18 (half-plate, shield)
  • Hit points 80 (nerfed caster time)
  • Speed 30 ft, swim 40 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 20 (+5)
  • CHA 16 (+3)

Save Throws: Cha +6, Int +5, Wis +8

Skills: Perception +8

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 120 ft, passive perception 18

Languages: Common, Sahuaguin

Challenge: 6 (2,300 xp)

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.

Actions

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

Sahuaguin

Sahuaguin Medium Humanoid (Sahuaguin(, chaotic evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 20 (fuck it we ball)
  • Speed 30 ft, swim 40 ft
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 8 (-1)

Skills: Perception +6

Languages: Sahuaguin (Aquan)

Challenge: 1/2 (100 xp)

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.

Actions

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.

Sahuaguin Blademaster

Sahuaguin Blademaster Medium Humanoid (Sahuaguin), chaotic evil 6 2,300 xp

  • Armor class 20 (plate armor, shield)
  • Hit points 90 (I made this up!)
  • Speed 30 ft, swim 40 ft
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Strength +7, Wisdom +4

Skills: Athletics +7, Intimidation +4

Senses: Darkvision 120 ft.

Languages: Sahuaguin (Aquan)

Challenge: 6 (2,300 xp)

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.

Actions

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.

Sahuaguin Coral Hucker

Sahuaguin Coral Hucker Medium Humanoid, Chaotic Evil 3 700 xp

  • Armor class 14 (natural armor (coral))
  • Hit points 40 (sounds about right)
  • Speed 30 ft, swim 40 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Save Throws: Dexterity +5

Skills: Athletics +4, Perception +6

Damage Resistances: Bludgeoning, Slashing

Senses: Darkvision 120 ft.

Languages: Sahuaguin (Aquan)

Challenge: 3 (700 xp)

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.

Actions

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.

Sahuaguin Druid

Sahuaguin Druid Medium Humanoid, Lawful Evil 6 2,300 xp

  • Armor class 16 (barkskin casted)
  • Hit points 50 (druid time wooo)
  • Speed 30 ft, swim 40 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Wis +7

Skills: Perception +7

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 120 ft, passive perception 17

Languages: Common, Sahuaguin

Challenge: 6 (2,300 xp)

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.

Actions

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.

Sahuaguin Deep Diver

Sahuaguin Deep Diver Medium humanoid, (sahuaguin), lawful evil 4 1,100 xp

  • Armor class 14 (natural armor)
  • Hit points 61 (nerfed like hell)
  • Speed 30 ft., swim 40 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 9 (-1)

Save Throws: Constitution +4, Wisdom +3

Skills: Perception +5, Stealth +5

Senses: darkvision 120 ft., passive perception 15

Languages: Aquan (Sahuaguin)

Challenge: 4 (1,100 xp)

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.

Actions

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.

Sahuaguin Hatchling Swarm

Sahuaguin Hatchling Swarm Large swarm of tiny beasts, chaotic evil 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 30 (little guys)
  • Speed 0 ft., swim 40 ft.
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 120 ft., passive perception 10

Languages: none

Challenge: 3 (700 xp)

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.

Actions

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.