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Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
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
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
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
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
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
Secure Memory. The hydroloth is immune
deeps.
For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.Acid, PoisonCold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, without using components or a spell slot. He can’t cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Monitor Eric Belisle A kuo-toa whip and kuo-toa monitor lead a midnight raid Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Monitor Eric Belisle A kuo-toa whip and kuo-toa monitor lead a midnight raid Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Monitor Eric Belisle A kuo-toa whip and kuo-toa monitor lead a midnight raid Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 16
Languages Undercommon
CR 3 (XP 700; PB +2)
Traits
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Current Events Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
Compendium
- Sources->Dungeons & Dragons->Monster Manual
undersea lairs. Merrow often keep prisoners in their larders as future meals. Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk
breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 5-10: Heroes of the Realm By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have
, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Current Events Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed
)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air
Compendium
- Sources->Dungeons & Dragons->Monster Manual
undersea lairs. Merrow often keep prisoners in their larders as future meals. Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk
breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
undersea lairs. Merrow often keep prisoners in their larders as future meals. Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk
breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Current Events Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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.
“The village was
empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.”
— An account of the aftermath of a sahuagin raid
Devils of the Deep. Sahuagin are a predatory, piscine race
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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.
“The village was
empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.”
— An account of the aftermath of a sahuagin raid
Devils of the Deep. Sahuagin are a predatory, piscine race
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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.
“The village was
empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.”
— An account of the aftermath of a sahuagin raid
Devils of the Deep. Sahuagin are a predatory, piscine race
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
raid and scavenge. As a result, the word “orc” has no pleasant connotation in the minds of other Faerûnians. At the same time, the word “half” is a mark of derision among orcs. Some half-orcs raised
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
raid and scavenge. As a result, the word “orc” has no pleasant connotation in the minds of other Faerûnians. At the same time, the word “half” is a mark of derision among orcs. Some half-orcs raised
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
raid and scavenge. As a result, the word “orc” has no pleasant connotation in the minds of other Faerûnians. At the same time, the word “half” is a mark of derision among orcs. Some half-orcs raised
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the






