Kassoon

This is homebrew, submitted by a member of the community.

Sahuagin Deep Diver

Sahuagin Deep Diver

Medium humanoid (sahuagin), lawful evilMedium humanoid (sahuagin), lawful evil
Armor Class 15 (natural armor)15 (natural armor)
[~<13]
+/-/*
Hit Points 91 (14d8 + 28)91 ([14d8 + 28])
[~1-6]
Speed 30 ft., swim 40 ft.30 ft., swim 40 ft.

STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
9 (-1)

Token URL:
Saving Throws Con +4, Wis +3 Con +4, Wis +3
Skills Perception +5, Stealth +5 Perception +5, Stealth +5
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses darkvision 120 ft., passive Perception 15darkvision 120 ft., passive Perception 15
Languages SahuaginSahuagin
PB +2
Challenge 4 (1,100 XP)

[+instructions]

Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itselfand dim light for an additional 20 feet.
Shark Telepathy. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.

[b]Blood Frenzy.[/b] The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
[b]Brine Lurker.[/b] The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.
[b]Limited Amphibiousness.[/b] The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
[b]Lure.[/b] The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itselfand dim light for an additional 20 feet.
[b]Shark Telepathy.[/b] The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 ([2dl0 + 2]) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 ([1dlO + 2]) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Light of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in
this way is incapacitated as it stares at the light.

[b]Multiattack.[/b] The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
[b]Glaive.[/b] Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 ([2dl0 + 2]) slashing damage.
[b]Bite.[/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 ([1dlO + 2]) piercing damage.
[b]Claws.[/b] Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit: 6 ([1d8 + 2]) slashing damage.
[b]Light of Sekolah.[/b] The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in
this way is incapacitated as it stares at the light.

Legendary Actions

 

Details

These mighty sahuagin, found in The Final Enemy, are
transformed by the divine magic of Sekolah to enable
them to better explore the darkest depths of the ocean.
Out of the water. they cling to shadows and serve as
hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead.
These mighty sahuagin, found in The Final Enemy, are
transformed by the divine magic of Sekolah to enable
them to better explore the darkest depths of the ocean.
Out of the water. they cling to shadows and serve as
hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead.
 
Source Ghosts of Saltmarsh, p.250
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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