14 (natural armor)
33 (6d8+6)
walk 30 ft., swim 40 ft.
Perception +5
darkvision 120 ft.
Sahuagin
1
The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
The coral smasher deals double damage to objects and structures.
The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
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: 5 (1d4 + 3) slashing damage.