AC
12
Initiative
+0 (10)
HP
22
(4d8 + 4)
Speed
30 ft., swim 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 13 | +1 | +1 |
DEX | 11 | +0 | +0 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 13 | +1 | +1 |
CHA | 9 | -1 | -1 |
Skills
Perception +5
Resistances
Acid, Cold
Senses
Darkvision 120 ft., Passive Perception 15
Languages
Sahuagin
CR
1/2 (XP 100; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Actions
Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Bonus Actions
Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Now a literal "sea devil".
Interesting! They're fiends!
Sahuagin were actually fiends when they were first introduced, so they reverted them back to that category. They gained resistance to acid and cold damage, They lost their bite and spear attacks, but the damage on their claws is increased. They also gained the aquatic charge bonus action that functions like the Aggressive trait, but underwater. I like these changes and reversions, and I especially enjoy using Sahuagin.
However, for the fusion, I'd give them back their spear. It's good to have a ranged attack option.