15 (natural armor)
91 (14d8+28)
walk 30 ft., swim 40 ft.
Con +4, Wis +3
Perception +5, Stealth +5
darkvision 120 ft.
Sahuagin
4
The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water.
The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
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.
The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.
The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
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.