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.
Spell Reflection. If the Spellbouncer is targeted by any spell that targets only the Spellbouncer, it has advantage on the saving throw. If it succeeds, the spell has no effect, and is instead reflected to hit the caster.
Amphibious. The Triton can break water and air.
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Multiattack. The Spellbouncer makes two claw attacks or casts a spell as part of its spellcasting.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
Spellcasting. The Spellbouncer is a wizard for spellcasting and can cast the following spells per day. It has a spell save DC 14, and spell attack of +6.
(1/day): fog cloud
(1/day): gust of wind
(1/day): watery sphere
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) necrotic damage as the blood drains from lacerations. The creature also sees erratic visions and is confused until the start of the Hag's next turn. On a success, the creatures takes half damage and is not confused. The Hag is healed for any damage dealt.
Confusion:
(1): Random move, no action, roll d8
(2-6): No actions taken this turn
(7-8): Melee attack at random in range
(9-10): Normal turn allowed
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. The following spell slots are shared among all Hags in the coven.
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
Illusory Form. The hound displaces the environment in the area of a large creature, but appears as a medium sized bloodhound. If a creature enters the illusory space (within 5 ft. of the hound), they immolate, taking (1d10) fire damage immediately and are set on fire.
Phylactery Re-Life. If in its minor form, the hound is reduced to 0 hit points, its essence, a cloud of red mist perturbed by a fiery set of eyes, returns to its master. There it takes 8 hours and reforms. If it is killed in its major form, the hound's essence dissipates. It is not dead, but is freed from its master, back to The Umbral Cabal.
Aggressive. Bonus action, move up to speed to target.
Minor Form, Multiattack. Hound makes a single bite attack. changes form, or uses its minor breath weapon.
Major Form, Multiattack. Hound makes 3 bite attacks or uses its major breath weapon.
Change Form. The hound changes between its minor and major forms. In its minor form, the creature is medium with its illusory space active. In its major form, the creature is large. Going into major form, gives 100 temp hit points and locks the hound to its major form for 8 hours. When going into its major form, a fiery burst erupts in a 30 ft. radius. Creatures in this radius must succeed a DC 13 Dexterity saving throw or take (3d6) fire damage and be lit on fire. On a success, no damage.
Bite. Melee Weapon Attack, +9 to hit, reach 5 ft., one target. Hit (minor): (1d6 + 5) piercing damage or alternatively, Hit (major): (3d6 + 5) piercing damage and (1d6) fire damage.
Breath Weapon (Major Only) (recharge 5-6). The hound exhales a 45 ft. cone of molten rock. Each creature in the cone must make a DC 16 dexterity saving throw or take (3d6) fire damage, on half on a success. On a failed save, the rock hardens around the creature, restraining them. A creature can use its action to make a DC 20 Athletics check, freeing itself or another creature. The Rock has an AC 18, and 20 hit points (immune to fire, poison, psychic).
Other Stuff:
Fire Spawn. When the hound takes fire damage, it takes no damage and instead is healed for the damage that would have been dealt.
Perfect Hunter. The hound remembers the scent of any creature. It can detect and hunt them anywhere if they leave a scent behind.
The Hound has 1 Legendary Action, only when in its Major form.
(1 Action): The hound uses a bite attack.
(1 Action): The hound makes a perception check.
(1 Action): The hound attempts to recharge its breath weapon.
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.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Multiattack. The Giant Shark makes a bite attack followed by a tail attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.
Tail. Melee Weapon attack: +9 to hit, reach 15 ft., one target. Hit: (4d12 + 6) bludgeoning damage. Target makes a DC 13 Strength saving throw, or is shoved 15 ft.
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Sea Legs. The drunkard has advantage, even when drunk, on ability checks and saving throws related to being grappled and knocked prone.
Reckless Swings. Due to the drunkenness of the creature, the Drunkard makes all attacks at advantage but attacks made against the Drunkard also have advantage.
Multiattack. The drunkard either makes two reckless attacks with the broken bottle, or throws a maybe lit flaming cocktail.
Broken Bottle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Flaming Cocktail. Ranged Weapon Attack: +4 to hit, range 20/60 ft., hit 10 ft. radius. The drunkard makes a DC 10 dexterity check to light the cocktail, if it does not light, they throw an unlit bottle dealing (1d6 + 2) bludgeoning damage. If it does light, then the cocktail is lit and explodes in a radius. Creatures in the radius make a DC 13 dexterity saving throw, or take (3d6) fire damage and (1d6) slashing damage. On a success, the creature takes half damage.
Sea Legs. The Not-A-Captain has advantage on ability checks and saving throws related to being grappled and knocked prone.
Flourish. The Not-A-Captain adds its charisma modifier to damage that it deals with its longswords (included in the attack damage stat).
Multiattack. The Not-A-Captain makes two attacks, with any combination of hand crossbow and longsword.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage.
Hand Crossbow Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Reactions:
Shape Up, Ye Cowards! (2/day). Whenever a friendly creature misses within 30 ft. of the Not-A-Captain that can hear the Not-A-Captain, the Not-A-Captain can yell perilous threats, allowing the creature to re-roll the attack roll. If they hit, they add the captains charism bonus to the attack damage (+2).
Sea Legs. The deck wizard has advantage on ability checks and saving throws to resist being knocked prone.
Readied Casting. The deck wizard always casts mage armor if it knows combat is about to start. If it enters combat without mage armor, it starts combat by casting this spell on its first turn.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): prestidigitation, ray of frost
1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt
2nd level (3 slots): gust of wind, Melf's acid arrow, misty step.
Magic Resistance. the Aboleth Afflicted has advantage on saving throws against spells or other magical effects.
Water Dependency. The Aboleth Afflicted takes (1d12) acid damage at the end of every hour he goes without exposure to water.
Aberration Infliction. The Aboleth Afflicted has a rare sensitive, aquatic skin condition that is actually a form of the same Aboleth affliction that creates Skum. This Aboleth is an ally of Fedorov's Legion, and creatures like Mr. Yevgeni are in the servitude of the legion.
Multiattack. The Aboleth Afflicted makes 3 attacks with its rapier.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage and (2d6) necrotic damage.
Innate Spellcasting. The Aboleth Afflicted's innate spellcasting ability is charisma (save DC 15, +7 to hit with spell attacks). The Aboleth Afflicted can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility
2/day: fear, fireball, fly
1/day: cloudkill
Eye of Corruption. The Aboleth Afflicted glares at a create it can see within 60 ft. of it. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes (3d10) necrotic and (3d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, the target takes half damage and gains no vulnerability.