Sahuagin Deep Diver

Medium humanoid (sahuagin), Lawful Evil

Armor Class

15 (natural armor)

Hit Points

91 (14d8+28)

Speed

walk 30 ft., swim 40 ft.

Saves

Con +4, Wis +3

Skills

Perception +5, Stealth +5

Senses

darkvision 120 ft.

Languages

Sahuagin

Challenge

4

Blood Frenzy

The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brine Lurker

The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.

Limited Amphibiousness

The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Lure

The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.

Shark Telepathy

The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack

The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.

Glaive

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Light of Sekolah

The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.