Sahuagin Baron

Sahuagin Baron

Large humanoid (sahuagin)
Challenge

STR
4
DEX
2
CON
3
INT
2
WIS
1
CHA
3

76
9d10+27
17
Fort
+5
Ref
+5
Will
+4
Defense note chain hauberk

Speed 5 m., swim 10 m.
Skills Athletics +6 (17), Brawn +6 (17), Perception +3 (14)
Senses darkvision 20 m.
Languages Sahuagin

Limited Amphibiousness. The sahuagin baron can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Maneuvers. The sahuagin baron uses maneuvers (maneuver save Difficulty 15). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blood in the water, spring attack

Shark Telepathy. The sahuagin baron can magically command any shark within 20 meters of it, using a limited telepathy.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 9 (2d4 + 4) piercing damage.

Claws (2/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 5/20 m. Hit: 13 (2d8 + 4) piercing damage, or 15 (2d10 + 4) piercing damage if used with two hands to make a melee attack.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 3/10 m. Hit: 9 (2d4 + 4) piercing damage.

Coastal, Underwatermm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.