Sahuagin Warlock of Uk'otoa

Medium humanoid (sahuagin), Neutral Evil

Armor Class

14 (natural armor)

Hit Points

22 (5d8)

Speed

walk 30 ft., swim 40 ft.

Skills

Arcana +1, Persuasion +5

Senses

darkvision 120 ft.

Languages

Common, Sahuagin

Challenge

3

Blood Frenzy

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

Limited Amphibiousness

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

Shark Telepathy

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

Innate Spellcasting

The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: eldritch blast (see "Actions" below), minor illusion • 1/Day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar

Actions

Multiattack

The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sword of Fathoms

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.

Eldritch Blast (Cantrip)

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.

Variant: Rod of Retribution

Sahuagin warlocks of Uk'otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution in addition to Uk'otoa's typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk'otoa holding this rod gains the following reaction: Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.