Ghald

Princes of the Apocalypse p. 210

Size
Large
Type
humanoid (sahuagin)
Alignment
lawful evil
AC
15 (natural armor)
Hit Points
102 (12d10+36)
Speed
walk 30 ft., swim 50 ft.
Saving Throws
Dex +6, Con +6, Int +5, Wis +4
Skills
Insight +4, Perception +7
Senses
darkvision 120 ft.
Passive Perception
17
Languages
Common, Sahuagin
Challenge
7
STR
19
+4
DEX
17
+3
CON
16
+3
INT
14
+2
WIS
13
+1
CHA
17
+3

Traits

Assassinate

During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.

Limited Amphibiousness

Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy

Ghald can magically command any shark within 120 feet of him, using a limited telepathy.

Sneak Attack

Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.

Actions

Multiattack

Ghald makes three attacks, one with his bite and two with his shortswords.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Shortsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Garrote

Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15).

Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.

Other data

description

Ghald is an 8-foot-tall, four-armed sahuagin who works with a partner, Unferth, for the Kraken Society in Yartar. He's careful not to emerge from his hiding place beneath the docks unless it's dark and rainy, and even then he hides under a bulky cloak. He and Unferth serve as the Kraken Society's top operatives in this part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination.

When the thieves' guild known as the Hand of Yartar comes into possession of a powerful elemental weapon (see the "Dark Dealings in Yartar" side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else interferes.