Sharktooth Scourge

Sharktooth Scourge

Large undead (sahuagin), lawful evil
Armor Class 14 (armor scraps)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 18 (+4) 15 (+2) 13 (+1) 16 (+3)

Saving Throws Dex +2, Wis +4
Skills Athletics +8, Perception +4
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Common, Sahuagin
Challenge 5 (1,800 XP)

Blood Frenzy. The Sharktooth Scourge has advantage on melee attack rolls against any creature that doesn’t have all its hp.

Shark Telepathy. The Sharktooth Scourge can magically command any shark within 120 feet of him, using a limited telepathy.

Undead Fortitude. If damage reduces the Sharktooth Scourge to 0 hp, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Sharktooth Scourge drops to 1 hp instead.

Actions

Multiattack. The Sharktooth Scourge makes three attacks: one with his bite and two with his claws or trident. If two claw attacks hit a target that is not undead, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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