Sharktooth Shaman
Medium undead (sahuagin), lawful evilArmor Class 12 (natural armor)
Hit Points 45 (10d8)
Speed 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (–1) | 10 (+0) | 11 (+0) | 13 (+1) | 16 (+3) | 9 (–1) |
Skills Perception +5, Religion +3
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 2 (450 XP)
Blood Frenzy. The Sharktooth shaman has advantage on melee attack rolls against any creature that doesn’t have all its hp.
Shark Telepathy. The Sharktooth shaman can magically command any shark within 120 feet of it, using a limited telepathy.
Undead Fortitude. If damage reduces the Sharktooth shaman to 0 hp, it 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 shaman drops to 1 hp instead.
Spellcasting. The Sharktooth shaman is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, poison spray
1st level (4 slots): create or destroy water, faerie fire, fog cloud, thunderwave
2nd level (3 slots): heat metal, hold person, moonbeam
3rd level (3 slots): call lightning, conjure animals (sharks only)
Actions
Multiattack. The Sharktooth shaman makes two attacks: one with its bite and one with its trident.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 5 (1d10) necrotic damage.
Trident. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d6 – 1) piercing damage, or 3 (1d8 – 1) piercing damage if used with two hands to make a melee attack.