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Medium humanoid · CR 1/2

Sahuagin

Armor Class12
Hit Points22 (4d8+4)
Speed30 ft., swim 40 ft.
ChallengeCR 1/2 (100 XP)
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
12
(+1)
WIS
13
(+1)
CHA
9
(-1)
SkillsPerception +5
Sensesdarkvision 120 ft., passive Perception 15
LanguagesSahuagin
Special 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.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Running Sahuagin in an encounter

As a CR 1/2 threat worth 100 XP, Sahuagin is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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