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Sahuagin Baron
LARGE FIEND

During times of great conflict, Sekolah blesses particularly ruthless sahuagin warriors with increased size and an additional pair of arms, transforming them into sahuagin barons. These boons elevate the recipients’ status among their kind, and they become champions or leaders. Sahuagin barons’ blood is infused with profane magic capable of searing their enemies and making these foes irresistible targets for other Fiends.

Armor Class: 16

Initiative: +3 (13)

Hit Points: 76 9d10+27

Speed: 30 ft, Swim 50 ft.

Challenge: 5 (XP 1800; PB +3)
    MOD SAVE
STR 19 +4 +4
DEX 15 +2 +5
CON 16 +3 +6
    MOD SAVE
INT 14 +2 +2
WIS 13 +1 +4
CHA 17 +3 +3

Skills: Perception +7

Resistances: Acid, Cold

Gear: Breastplate, Trident

Senses: Darkvision 120 ft.; Passive Perception 17

Languages: Common, Sahuagin


Traits

Blood Frenzy. The sahuagin has Advantage on attack rolls against any creaturethat doesn’t have all its Hit Points.   Limited Amphibiousness. The sahuagin can breathe air and water, but it mustbe submerged at least once every 4 hours to avoid suffocating outside water.   Shark Telepathy. The sahuagin can magically control sharks within 120 feet ofitself, using a special telepathy.


Actions

Multiattack. The sahuagin makes three Trident attacks.   Trident. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 ( 2d8+4 ) Piercing damage


Reactions

Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage.
Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’schoice in a 5-foot Emanation originating from the sahuagin.
Failure: 10 ( 3d6 )Acid damage, and the target is cursed until it finishes a Short or Long Rest.While cursed, the target can’t benefi t from the Invisible condition, its Speeddecreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.


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