Sahuagin

Sahuagin Warrior
- Size: Medium
- Type: Fiend
- Alignment: Lawful Evil
- AC: 12
- Initiative: +0 (10)
- HP: 22(4d8+4)
- Speed: 30 ft, Swim 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 11 | +0 | +0 |
| CON | 12 | +1 | +1 |
| 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.
Lore & Background
Sahuagin are shark-like humanoids that rule vast underwater empires through might and cunning, viewing themselves as the rightful masters of all aquatic realms. These fierce predators combine the worst aspects of sharks and warlike humanoids, possessing an insatiable bloodlust that drives them to constant conflict with surface dwellers and other sea-faring races. Their society is built on strict hierarchies enforced through combat and dominated by the strongest warriors.
These aquatic raiders emerge from the depths to attack coastal settlements, taking prisoners for their underwater slave pits and seizing resources to fuel their expansionist campaigns. Sahuagin culture reveres strength above all else, with leaders proving their worth through successful raids and displays of personal combat prowess. They maintain an uneasy relationship with sharks, which they view as sacred creatures and often use as mounts or allies.
Combat Tactics
Sahuagin excel in aquatic combat, using their natural swimming speed and shark allies to devastating effect. They prefer to attack from underwater, using their ability to communicate with sharks to coordinate multi-pronged assaults. On land, they rely on their natural weapons and pack tactics, fighting with the coordination of experienced raiders.
These creatures use hit-and-run tactics when possible, striking quickly before retreating to the safety of deeper waters. They target isolated victims first, gradually wearing down larger groups through repeated attacks. Their blood frenzy ability makes them increasingly dangerous as combat progresses and wounds accumulate.
Encounter Ideas
1. The Coastal Raid A fishing village comes under attack from sahuagin raiders who emerge from the sea during a storm. The party must defend the settlement while dealing with both the aquatic attackers and their shark allies, all while managing the chaotic conditions of the storm.
2. The Underwater Prison Prisoners taken during sahuagin raids are held in underwater caverns accessible only through flooded tunnels. The party must mount a rescue mission into alien aquatic territory, dealing with both the captors and the hostile underwater environment.
3. The Shark Cult A sahuagin tribe has established a shrine to a great white shark they believe to be a divine avatar. Their increasingly bold attacks on shipping lanes threaten trade routes, and the party must infiltrate or assault their underwater stronghold to end the threat.
4. The Deep Alliance Unusual cooperation between different aquatic races suggests a sahuagin leader has united them under a common banner. The party investigates reports of organized attacks that threaten to establish a new underwater empire that could challenge surface nations.
Environmental Effects
- Blood in the Water: Combat involving sahuagin often attracts actual sharks and other predators to the area
- Tidal Advantage: Sahuagin time their attacks to coincide with high tides, giving them access to areas normally beyond their reach
- Underwater Ambush: Coastal areas with sahuagin presence become dangerous for swimming or water-based activities
- Slave Networks: Captured victims may be held in underwater locations, requiring specialized rescue operations
Treasure
- Coral Weapons (100-400 gp): Weapons crafted from hardened coral, effective underwater but fragile on land
- Pearl Collections (200-800 gp): Various pearls and sea gems gathered from the ocean floor
- Shark Teeth Trophies (50-200 gp): Necklaces and ornaments made from the teeth of defeated sharks
- Waterproof Containers (varies): Sealed vessels containing valuables taken from ships and coastal raids
- Navigation Charts (300-1000 gp): Detailed maps of underwater routes, currents, and hidden locations
Plot Hooks
1. The Cursed Waters Ships begin disappearing in a previously safe shipping lane, with survivors reporting attacks by unusually organized sahuagin forces. Investigation reveals the creatures have discovered something in the deep that has enhanced their capabilities and ambitions.
2. The Diplomatic Mission A coastal kingdom seeks to negotiate with a sahuagin tribe to end their raids, requiring the party to serve as intermediaries in underwater negotiations. The diplomatic process reveals complex political motivations behind the attacks.
3. The Breeding Ground A sahuagin tribe has established a massive breeding operation in a hidden underwater cavern, threatening to produce an army capable of overwhelming coastal defenses. The party must infiltrate and disrupt the operation before the new generation matures.
4. The Shark Whisperer A sahuagin baron with unusual power over sea creatures has begun expanding their territory aggressively. The party must discover the source of their enhanced abilities while avoiding the increasingly dangerous waters under their control.