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Sea Devil, Sharkfeather Clan in Dungeons & Dragons 5e

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

BLOOD FRENZY: advantage on melee attacks against any creature not fully healed.   LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again.   SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy

Actions

MULTI_ATTACK: When unarmed will attack with two claw attacks.   If in bright daylight/light, sea devil has disadvantage on all attacks.   CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.   DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack.   Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations


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