Sahuagin Coral Smasher

Ghosts of Saltmarsh p. 249

Size
Medium
Type
humanoid (sahuagin)
Alignment
lawful evil
AC
14 (natural armor)
Hit Points
33 (6d8+6)
Speed
walk 30 ft., swim 40 ft.
Skills
Perception +5
Senses
darkvision 120 ft.
Passive Perception
15
Languages
Sahuagin
Challenge
1
Lineage
Sahuagin
STR
16
+3
DEX
12
+1
CON
12
+1
INT
12
+1
WIS
13
+1
CHA
9
−1

Traits

Blood Frenzy

The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness

The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy

The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.

Siege Monster

The coral smasher deals double damage to objects and structures.

Actions

Multiattack

The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.

Warhammer

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Other data

description

Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal.