16 (natural armor)
71 (13d8+13)
walk 30 ft., swim 40 ft.
Perception +5
darkvision 120 ft.
Sahuagin
3
The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
The champion can magically command any shark within 120 feet of it, using a limited telepathy.
The champion makes three attacks with its spear, or one attack with its bite and two with its claws.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.