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.
Legendary Resistance (3/Day). If the baron fails a saving throw, it can choose to succeed instead.
Keen Sense. The baron has advantage on perception checks.
Twisted Magic. A recently preformed war ritual has given the baron advantage on wisdom saving throws.
Sea Kings Trident. Baron Kepmak is equipped with the Sea Kings Trident and may use it exactly as the item mentions if he choses to do so.
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.
Sea Kings Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+1d8+6) piercing damage, or 13 (2d8+1d8+6) piercing damage if used with two hands to make a melee attack.
The baron can take 3 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn or if the baron is targeted by a melee or range attack. The baron regains all spent legendary action at the start of its turn.
Detect. the baron can make a Wisdom (Perception) check.
Sea Devils Might (Cost 1 action.). May be used only while in water. The will of the sea devils is strong with the baron while submerged in water or even more so in his domain he can use the water to strengthen his defenses. This grants the baron 10 Temporary hit points.
Mighty Arc. (Cost 2 actions.). The baron may swing his polearm in a wide are making melee attacks against on a target in front of him and two adjacent targets on both sides of that target both five feet apart.
Barons Sea Pressure. (Cost 3 actions). The baron has the ability to change sea pressure on the environment around him allowing him to change the flow of combat. If the baron uses this ability he gains advantage to all saving throws until the start of his next turn. May only be used underwater.
Description
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.
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.
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Posted Apr 10, 2021This is a edit version of the Baron Kepmak in Ghost of Saltmarsh. Written to be a mid-story BBEG that will remove the majority of sea devils from the sea if defeated. Again this is a edited version of Baron Kepmak. The Sea King Trident is homebrew and also on the community homebrew.
I edited this for a very gritty and hardcore campaign I'm doing so it is strong and should be used to overpower your PC's so watch your ad count for this encounter.
https://www.dndbeyond.com/magic-items/2953822-sea-kings-trident - Link for trident.
Thanks for reading!