Sahuagin
Medium Humanoid (sahuagin), lawful evil
100 XP
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.
Quick Reference
Running This Encounter
Sahuagin are fierce aquatic raiders that thrive in water-based encounters where their swimming speed and pack tactics create dynamic combat. Run them as intelligent, coordinated hunters that use their environment to flank and overwhelm opponents. Their amphibious nature makes them deadly both in water and on land, and they rarely fight alone. Consider their tribal structure—a leader with better stats often commands weaker warriors, creating interesting tactical layers.
Combat Tactics
Sahuagin prioritize pack tactics, surrounding and flanking isolated targets to gain advantage on attacks. They leverage their superior swimming speed to control positioning in aquatic environments, attacking from angles opponents struggle to reach. If outmatched, they attempt to retreat into deeper water where land-based parties cannot easily follow.
Environment & Setting
Sahuagin excel in coastal waters, coral reefs, underground lakes, and river encounters where their swim speed provides tactical advantage. They also effectively occupy shipwrecks, flooded dungeons, and seaside settlements where they can move between water and land.