Sahuagin Tidecaller

AC: 15 (natural armor) HP: 76 (9d10 + 27) Speed: 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 14 (+2)
Saving Throws
+5 +4 +5 +4 +5 +4
  • Skills: Perception +5, Stealth +4
  • Senses: Darkvision 120 ft., passive Perception 15
  • Languages: Sahuagin
  • Challenge: 4 (1,100 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.
  • Hadar’s Corruption (1/Day): The Sahuagin is surrounded by an aura of dark energy for 1 minute. Any creature that starts its turn within 10 feet of the Sahuagin takes 5 (1d10) necrotic damage.
  • Spellcasting: The Sahuagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Abilities:

  • 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.
  • Hadar’s Corruption (1/Day): The Sahuagin is surrounded by an aura of dark energy for 1 minute. Any creature that starts its turn within 10 feet of the Sahuagin takes 5 (1d10) necrotic damage.
  • Spellcasting: The Sahuagin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
    • Cantrips (at will): shape water, frostbite
    • 1st level (4 slots): create or destroy water, fog cloud, ice knife, water whip
    • 2nd level (3 slots): misty step, hold person
    • 3rd level (2 slots): water breathing, tidal wave

 

Water Wheep

1st-level evocation
Casting time:1 action
Range:30 feet
Components:V, S
Duration:Instantaneous

You summon a long, rubbery whip of pure water to lash out a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st