Armor Class
15
Sahuagin Deep Diver
Medium Humanoid · Lawful Evil
Hit Points
91 (14d8 + 28)
Speed
Walk 30 ft., Swim 40 ft.
CR
4
Traits
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 () 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. 13 () Slashing damage.
Bite
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 7 () Piercing damage.
Claws
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 6 () 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 until the end of its next turn. A creature in this way is as it stares at the light.