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
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.