Sahuagin
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.
Jump to: Sahuagin | Sahuagin Raider | Sahuagin Priestess | Sahuagin Baron
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.
Playable Race: Combat Sharks. Not many sahuagin adventure above the water level, but within the Undersea, many are well-known for their journies. Note that good-aligned sahuagin will not make use of blooded weapons for any reason. Good- and neutral-aligned tribes of sahuagin are rare, and often vastly outnumbered by their evil kin, leading them to seek alliances with other similarly-minded Undersea creatures--including the aquatic elves, if they can get past their ancient enmity.
Sahuagin names. Mil Bel'ao, Nālin Tor'ta, Oris Glyn, Sin Hifo, Baer'y Ehryl', Moan Pyrr, Loa Kauiki, Kaulia Kaumav, Erlar' Yr, Therem Mahan, Falan' Malu, Raun'e Whir, Meliki Afa, Cha'ab Fale, Mel'an Ilt'li, Pomari Bea'de, Kyr'fr Alaia, Hin Cel'or, She'ry Kalaka, Ffuval Bia'ma, Piripi Sharyn, Eara'h Xha'dr, Elia Cha'ga, Rhyl'a Nap'ml, Kiv'va Bia'ar, Limu Galoha, Ikaera Afa, Cluyra Olina, Kahio Maan, Cae'ca Nale, Inc'an Mika, Siuli Lau'ar, Feilo Kapolo, Mer've Nainoa, Keth Sin'ro, Idri Bel'he, Makalu Kaia, Moana Samari, Ahia Koni, Vol'or Keya
Sahuagin
The average sahuagin is, like many races, an average combatant, but no less fierce for that. Males and females are of similar size and strength, and if they are found in their lair they will fight viciously to defend their homes, offering no quarter. They are quite intelligent, and will make use of whatever environmental advantages they can find, often lookign to leverage their natural physical abilities underwater.
Rarely will an average sahuagin journey outside of their homes without either substantial numbers or guards to accompany them.
Environment
Coastal, Ocean, Undersea
Token
Sahuagin
Medium humanoid (sahuagin), lawful evil
- Armor Class 12 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Perception +5
- Senses darkvision 120 ft.,passive Perception 15
- Languages Sahuagin
- Challenge 1/2
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: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Sahuagin Raider
The sahuagin raiders are often the most experienced, toughest warriors of the tribe, most commonly used when the tribe seeks to wreak deadly violence upon the targets of their interest or wrath. They are almost always accompanied by at least one or more priestesses and almost always led by a baron.
Environment
Coastal, Ocean, Undersea
Token
Sahuagin Raider
Medium humanoid (Sahuagin) Fighter (Brute) 5, lawful evil
- Armor Class 15 (Half-plate)
- Hit Points 40 (5d10 + 5)
- Speed 20 ft, swimming 40 ft
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 13 (+1) 12 (+1) 14 (+2) 9 (-1)
- Proficiency Bonus +3
- Saving Throws Str +6,Con +4
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Intimidation +2, Survival +5
- Proficiencies All armor and shields,Simple weapons,Martial weapons
- Senses darkvision 60 ft, blood 20 ft, passive Perception 12
- Languages Common, Sahuagin, Aquan
- Challenge 1
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. You can breathe air and water, but need to be submerged at least once every 8 hours to avoid dehydration. For each 8 hours period you do not submerge, you suffer one additional level of exhaustion.
Shark Telepathy. You can communicate simple ideas with sharks. They may understand you, but you have no way of understanding them.
Blood in the Water. Your specialized sense of smell can detect blood. You are aware of creatures within 20 feet that have hit points below their maximum, and can bleed. When in water, this range extends to 60 feet.
Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Action Surge (Recharges on short or long rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Brute Force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by 1d4.
Actions
Multiattack. You can attack twice whenever you take the Attack action on your turn, plus once with your Bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 1d4 (Brute) + 3 piercing damage.
Blooded trident (two-handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1d8 + 1d4 (Brute) + 4 piercing damage.
Blooded trident (thrown). Ranged Weapon Attack: +4 to hit, range 20/60, one target. Hit: 1d6 + 1d4 (Brute) + 1 piercing damage. Note that these weapons always have a loop at the end of their shaft, to which sahuagin attach an elastic form of kelp that acts as a rope, allowing them to recover the weapon (using a bonus action) when thrown; however, they can only throw them once per turn.
Javelin (thrown). Ranged Weapon Attack: +3 to hit, range 30/120, one target. Hit: 1d6 + 1d4 (Brute) piercing damage.
Bonus Actions
Sharks Frenzy (Recharges on short or long rest). You can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain 1 temporary hit points. These temporary hit points disappear when you finish a long rest.
Second Wind (Recharges on short or long rest). On your turn, you can regain 1d10 + 5 hit points.
Description
The sahuagin raiders often wear a form of half-plate made from Undersea materials. In addition to their trident, they will often carry 3 javelins with them for ranged attacks before closing to melee combat.
Magic Item: Uncommon Permanent. Sahuagin raiders almost always carry with them a blooded trident +1, a sahuagin weapon that provides a magical +1 bonus and carries a sahuagin curse.
Sahuagin Priestess
(No description given)
Environment
Coastal, Ocean, Undersea
Token
Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
- Armor Class 12 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Perception +6,Religion +3
- Senses darkvision 120 ft.,passive Perception 16
- Languages Sahuagin
- Challenge 2
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 she 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 her, using a limited telepathy.
Actions
Multiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Spellcasting. The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:
- Cantrips (at will): guidance, thaumaturgy
- 1st level (4 slots): bless, detect magic, guiding bolt
- 2nd level (3 slots): hold person, spiritual weapon (trident)
- 3rd level (3 slots): mass healing word, tongues
Sahuagin Baron
(No description given)
Environment
Coastal, Ocean, Undersea
Token
Sahuagin Baron
Large humanoid (sahuagin), lawful evil
- Armor Class 16 (breastplate)
- Hit Points 76 (9d10 + 27)
- Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3)
- Proficiency Bonus +3
- Saving Throws Dex +5,Con +6,Int +5,Wis +4
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Perception +7
- Senses darkvision 120 ft.,passive Perception 17
- Languages Sahuagin
- Challenge 5
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 he 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 him, 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.