SAHUAGIN BLADEMASTER resistance of the water as they swing their hammers at
structures and foes with equal zeal.
A cunning veteran of countless campaigns. the sahuagin
blademaster decorates its armor with the bones of its SAHUAGIN DEEP DIVER
defeated foes. As demonstrated in The Final Enemy, These mighty sahuagin, found in The Final Enemy, are
sahuagin blademasters often serve as officers in the sa- transformed by the divine magic of Sekolah to enable
huagin army.
them to better explore the darkest depths of the ocean.
SAHUAGIN CHAMPION Out of the water. they cling to shadows and serve as
hunters and assassins. A long, scaly lure that can be illu-
Those sahuagin warriors who prove themselves through minated extends from a deep diver's forehead.
heroic acts are given both title and status. Sahuagin
champions often serve as lieutenants in the sahuagin SAHUAGIN HATCHLING SWARM
army, as they do in The Final Enemy.
Roiling through the waters in The Final Enemy. these
swarms of sahuagin hatchlings are dangerous to any
SAHUAGIN CORAL SMASHER
creatures they encounter. Other sahuagin avoid the
Employed as frontline brutes in The Final Enemy. coral swarms, while the individual members devour one an-
smashers are drawn from the ranks of the strongest sa- other until only the strongest hatch lings are left alive to
huagin warriors. Their physical strength overcomes the grow to maturity.
Lure. The deep diver can cause its lure to light up or darken at
SAHUAGIN DEEP DIVER will. While the lure is lit, the deep diver sheds bright light in
Medium humanoid (sahuagin), lawful evil
a 30-foot radius centered on itself and dim light for an addi-
tional 20 feet.
Armor Class 15 (natural armor)
Hit Points 91 (14d8"' 28) Shark Telepathy. The deep diver can magically command any
Speed 30 ft., swim 40 ft. shark within 120 feet of it, using a limited telepathy.
STR DEX CON INT WIS CHA A CTIONS
14 (+2) 16 (+3) 15 (+2) 12 (+l) 13 (+1) 9 (-1) Multiattack. The deep diver makes two attacks with its glaive,
or one attack with its bite and two with its claws.
Saving Throws Con +4, Wis +3
Skills Perception +5, Stealth +5 Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., passive Perception 15 Hit: 13 (2dl0 + 2) slashing damage.
Languages Sahuagin
Challenge 4 (l,100 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (ldlO + 2) piercing damage.
Blood F renzy. The deep diver has advantage on melee attack Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
rolls against any creature that doesn't have all its hit points. Hit: 6 (ld8 + 2) slashing damage.
Brine Lurker. The deep diver has advantage on Dexterity Light of Sekolah. The deep diver pulses magical light from its
(Stealth) checks made while submerged in water. 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
Limited Amphibiousness. The deep diver can breathe air and
water, but it needs to be submerged at least once every 4 hours charmed until the end of its next turn. A creature charmed in
to avoid suffocating. this way is incapacitated as it stares at the light.
Blood Frenzy. The swarm has advantage on melee attack rolls
SAHUAGIN HATCHLING SWARM against any creature that doesn't have all its hit points.
Large swarm of Tiny beasts, chaotic evil
Seething. Once it enters combat, the swarm deals 10 slashing
Armor Class 14 damage to itself at the end of its turn if it did not make an
Hit Points 52 (8dl0 + 8) attack on that turn. This damage ignores resistance, and it can·
Speed 0 ft .. swim 40 ft. not reduce the swarm to 0 hit points.
STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creature's space and
9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4) vice versa, and it can move through any opening large enough
for a Tiny creature. The swarm can't regain hit points or gain
Damage Resistances bludgeoning, piercing, slashing temporary hit points.
Condition Immunities charmed, frightened, grappled, Water Breathing. The swarm can breathe only underwater.
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 10 A CTIONS
Languages -
Challenge 3 (700 XP) Bites. Melee Weapon Attack: +6 to hit, reach 0 ft .. one creature
in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage ifthe swarm has half of its hit points or fewer.
SAHUAGIN HIGH PRIESTESS
A sahuagin high priestess is the most devout and fero-
SAHUAGIN WAVE SHAPER
cious of all Sekolah's worshipers. Armed with a staff
Medium humanoid (sahuagin), lawful evil
studded with jagged shark's teeth, she can be seen lead-
ing dark rituals in The Final Enemy.
Armor Class 14 (na_tural armor)
Hit Points 60 (lld8 + 11)
SAHUAGIN WAVE SHAPER Speed 30 ft., swim 40 ft.
These hunched and twisted sahuagin sacrifice their
STR DEX CON INT WIS CHA
bodies to the mutating magic of Sekolah. Wave shapers
10 (+O) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 12 (+1)
add elemental magic to sahuagin armed forces (as seen
in The Final Enemy) and delight in creating destructive
Saving Throws Int +6
whirlpools.
Skills Arcana +6, Intimidation +4, Perception +5
Senses darkvision 120 ft., passive Perception 15
SAHUAGIN HIGH PRIESTESS Languages Sahuagin
Challenge S (1,800 XP)
Medium humanoid (sahuagin), lawful evil
Blood Frenzy. The wave shaper has advantage on me lee attack
Armor Class 14 (natural armor)
Hit Points 71 (lld8 + 22) rolls against any creature that doesn't have all its hit points.
Speed 30 ft., swim 40 ft.
Limited Amphibiousness. The wave shaper can breathe air and
water, but it needs to be submerged at least once every 4 hours
STR DEX CON INT WIS CHA to avoid suffocating.
14 (+2) 12 (+l) 14 (+2) 12 (+l) 16 (+3) 10 (+OJ
Shark Telepathy. The wave shaper can magically command any
Saving Throws Wis +6 shark within 120 feet of it, using a limited telepathy.
Skills Insight +6, Perception +6
Innate Spellcasting. The wave shaper's spellcasting ability is
Senses darkvision 120 ft., passive Perception 16
Intelligence (spell save DC 14, +6 to hit with spell attacks). It
Languages Sahuagin
Challenge 5 (l ,800 XP) can cast the following spells, requiring only verbal components:
At will: message
Blood Frenzy. The high priestess has advantage on melee 1/day: comprehend languages
attack rolls against any creature that doesn't have all its
hit points. ACTIONS
Limited Amphibiousness. The high priestess can breathe air Multiattack. The wave shaper makes two attacks: one with its
and water, but she needs to be submerged at least once every 4 bite and one with its claws.
hours to avoid suffocating.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shark Telepathy. The high priestess can magically command Hit: 10 (2d8 + 1) piercing damage plus l3 (3d8) cold damage.
any shark within 120 feet of her, using a limited telepathy.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Spellcasting. The high priestess is a 7th-level spellcaster. Her Hit: 10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage.
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
Whirlpool (1/day). The wave shaper targets a body of water at
spell attacks). She has the following cleric spells prepared:
least 50 feet square and 25 feet deep, causing a whirlpool to
Cantrips (at will): guidance, mending, resistance, thaumaturgy form in the center of the area. The whirlpool forms a vortex
l st level (4 slots): bless, detect magic, guiding bolt that is 5 feet wide at the base, up to 50 feet wide at the top,
2nd level (3 slots): hold person, spiritual weapon (trident) 25 feet tall, and lasts for 1 minute or until the wave shaper is
3rd level (3 slots): bestow curse.fear, mass healing word, tongues incapacitated. Any creature or object in the water and within
4th level (l slots): banishment 25 feet of the vortex is pulled 10 feet toward it. A creature can
swim away from the vortex by succeeding on a DC 14 Strength
ACTIONS (Athletics) check.
Multiattack. The high priestess makes two attacks with her When a creature enters the vortex for the first time on a turn
toothsome staff, or one attack with her bite and one with or starts its turn there, it must make a DC 14 Strength saving
her claws. throw. On a failed save, the creature takes 9 (2d8) bludgeoning
damage and is caught in the vortex until it ends. On a success,
Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the creature takes half damage and isn't caught in the vortex. A
one target. Hit: 11 (2d8 + 2) piercing damage.
creature caught in the vortex can use its action to try to swim
away from the vortex as described above, but it has disadvan·
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
tage on the Strength (Athletics) check to do so.
Hit: 4 (ld4 + 2) piercing damage.
The first time each turn that an object enters the vortex, the
Claws. Melee Weapon Attack: +5 to hit. reach 5 ft., one target. object takes 9 (2d8) bludgeoning damage. This damage occurs
Hit: 4 (ld4 + 2) slashing damage. each round it remains in the vortex.
APl'f:-:OIX < MONSTERS t\~O Nl'C'i
SANBALET
Medium humanoid (human). neutral evil
Armor Class 11
Hit Points 27 (6d8)
Speed 30 ft. SAN BA LET
In The Sinister Secret of Saltmarsh, Sanbalet is the
STR DEX CON INT WIS CHA leader of the land-based half of a smuggling ring. He is a
10 (+O) 12 (+1) 11 (+O) , 6 (+3) 13 (+1) 14 (+2)
cunning narcissist with an interest in illusion and mind
control. He defends the contraband stored in the caves
Skills Arcana +5
under the haunted house.
Senses passive Perception 11
languages Common
SEA LION
Challenge 1 (200 XP)
These large marine mammals live along coastal regions
Spellcasting. Sanbalet is a 3rd-level spellcaster. His spellcasting and around islands at sea. One sea lion is kept in a cell
ability is Intelligence (spell save DC 13, +5 to hit with s pell at·
in the lowest reaches of the sahuagin fortress in The
tacks). He has the following wizard spells prepared:
Final Enemy.
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile, SHELL SHARK
silent image These impressive creatures. swimming through the
2nd level (2 slots): magic mouth, scorching ray
sahuagin stronghold in The Final Enemy. are chosen
by priestesses of Sekolah to serve as protectors and
A CTIONS
messengers. The sharks are blessed in a ritual during
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
which plates of shell and coral are permanently affixed
range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.
to their bodies.
SHELL SHARK
SEA LION Medium monstros11y, unaligned
Lorge beast, unaligned
Armor Class 18 (shell plate armor)
Armor Class 16 (natural armor) Hit Points 32 (5d8 + 10)
Hit Points 15 (2d10 + 4) Speed 0 ft., swim 40 ft.
Speed 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 12 (+l) 14 (+2) 3 (- 4) 10 (+O) 7 (-2)
17 (+3) 10 (+O) 14 (+2) 5 (- 3) 10 (+O) 12 (+1)
------------~~~~~~~
Saving Throws Str +6
Saving Throws Dex +2, Con +4 Skills Athletics +6
Skills Athletics +5, Perception +2 Senses darkvision 120 ft., passive Perception 10
Senses passive Perception 12 languages -
languages - Challenge 2 (450 XP)
Challenge 1/2 (100 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
Hold Breath. The sea lion can hold its breath for 15 minutes. against any creature that doesn't have all its hit points.
A CTI O N S Magic Resistance. The shark has advantage on saving throws
against spells and other magical effects.
Multiattack. The sea lion makes three attacks: one with its bite
and two with its claws. Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target.
ACTIO N S
Hit: 7 (ld8 + 3) piercing damage.
Mutt/attack. The shark makes two bite attacks.
Claws. Melee Weapon Attack: +S to hit, reach 5 ft., one target.
Hit: 5 (ld4 + 3) slashing damage, and the target is pushed up Bite. Melee Weapon Attack: +4 to hit, reach S ft., o ne target.
to 5 feet away from the sea lion. Hit: 13 (2d10 + 2) piercing damage.
SKELETAL J UGGERNAUT
As seen lumbering across the beaches in Isle of the
Abbey, a skeletal juggernaut is an oversized, bipedal
SKELETAL A LCHEMIST assembly of bones that loses a portion of its mass with
each step. These skeletal guardians hold together for
This undead retains enough of its former self to con-
only a short time before disassembling into a gang of
tinue its alchemical work, often on behalf of necro-
individual undead.
mancers or other sinister patrons. It toils in a dark
laboratory (such as the one found in The Sinister Secret
of Saltmarsh). often falling dormant for long peri- SKELETAL JUGGERNAUT
ods of time. Large undeod, lawful evil
Armor Class 13 (armor scraps)
SKELETAL ALCHEMIST Hit Points 142 (19d10 + 38)
Medium undead, lawful evil
Speed 30 ft.
Armor Class 11
STR DEX CON INT WIS CHA
Hit Points 32 (5d8 + 10) 16 (+3) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Speed 30 ft.
Damage Vulnerabilities bludgeoning
STR DEX CON INT WIS CHA Damage Immunities poison
9 (-1) 13 (+l) 15 (+2) 14 (+2) 10 (+O ) 9 (-1) Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Skills Arcana +4 Languages -
Damage Vulnerabilities bludgeoning Challenge 5 (1,800 XP)
Damage Immunities poison
Condition Immunities exhaustion, poisoned Disassemble. If the juggernaut is reduced to 0 hit points, twelve
Senses darkv1 sion 60 ft., passive Perception 10 skeletons rise from its remains.
Languages understands all languages it knew in life but can't
speak Falling Apart. If the Juggernaut does not have all of its hit
Challenge 1/2 (100 XP) points at the start of its turn, it loses 10 hit points.
Magic Resistance. The skeletal alchemist has advantage on sav· A CTION S
ing throws against spells and other magical effects.
Multiattack. The juggernaut makes two claws attacks.
A CTION S Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.
Multiattack. The skeletal alchemist makes two Lob
Acid attacks.
Avalanche of Bones (Recharge 5-6). The juggernaut collapses
into a large heap before quickly reforming. Each creature within
Claws. Melee Weapon Attock: +3 to hit, reach 5 ft. one target.
Hit: 4 (ld6 + 1) slashing damage. 10 feet of the juggernaut must make a DC 14 Dexterity saving
throw, taking 18 (4d8) bludgeoning damage on a failed save, or
Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/ 120 ft., half as much damage on a successful one. A creature that fails
one target. Hit: 5 (ld8 + 1) acid damage. this saving throw is also knocked prone.
\l'l'f '<I IX< MO:">'< HRS \).;fl ~pt,<:
:.! )
SKELETAL SWARM
This swarm of bones found rising out of the sand in Isle
of the Abbey is made from the remains of several ani-
mated skeletons. A skeletal swarm alternates its appear-
ance between partially formed humanoid shapes and a
chaotic, swirling mass.
SKUM
Several poor souls around the Styes have succumbed
to an aboleth's magic through its disease-bearing touch. ~
...,
Transformed into creatures called skum. they barely ( \
resemble their past forms. their skin turning slimy and ....., •~---
translucent while their limbs warp to resemble those
of deep-sea oddities. The change makes them depen-
dent on water, which they must immerse themselves in
regularly lest they experience painful- and potentially SKUM
lethal- skin eruptions. Skum are bound to their aboleth Medium aberration. lawful evil
master not just by their cursed state, but by a psychic
bond that compels them to serve its every sinister whim. Armor Class 14 (natural armor)
Hit Points 93 (lld8 + 44)
Speed 20 ft., swim 40 ft.
SKELETAL SWARM
Lorge swarm of Medium undead, lawful evil STR DEX CON INT WIS CHA
19 (+4) 11 (+O) 18 (+4) 7 (-1) 12 (+1) 9 (-1)
Armor Class 13 (armor scraps)
Hit Points 60 (8dl0 + 16) Skills Perception +4
Speed 30 ft. Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
STR DEX CON INT WIS CHA Languages Common, Deep Speech. telepathy 60 ft.
12 (+l) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Challenge 5 (1,800 XP)
Damage Vulnerabilities bludgeoning Abo/ethic Vassal. The skum is permanently charmed by its abo-
Damage Resistances slashing. piercing leth master.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Amphibious. The skum can breathe air and water.
paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9 Psychic Conditioning. The skum is immune to the frightened
Languages - and charmed conditions unless they are from effects created by
Challenge 2 (450 XP) an aboleth.
Water Dependency. The skum takes 6 (1dl2) acid damage every
Deafening Clatter. Creatures are deafened while in the 10 minutes 1t goes without exposure to water.
swarm's space.
Swarm. The swarm can occupy another creature's space and ACTIONS
vice versa, and the swarm can move through any opening large Multiattack. The skum makes three attacks: two with its trident
enough for a Small humanoid. The swarm can't regain hit and one with its Mind-Breaking Touch.
points or gain temporary hit points. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage.
ACTIONS
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target
6 (ld8 + 2) slashing damage ifthe swarm has halfofits hit has disadvantage on Wisdom saving throws until the end of the
points or fewer. skum's next turn.
APl'ENUlX ( MONSTfl{<; \NI) Nl'f~
STORM G IANT QUINTESSENT
Some storm giants approaching the end of their natural
life spans seek an escape from death. They plumb the
depths of their powerful connection to the elements and
SWARM OF ROT GRUBS
disperse themselves into nature. literally transforming
into semiconscious storms. Rot grubs are finger-sized maggots that eat living or
dead flesh, although they can subsist on plant matter.
They infest corpses and piles of decaying matter and at-
STORM GIANT QuINTESSENT
tack living creatures that disturb them. After burrowing
Huge giant (storm giant), chaotic good
into the flesh of a living creature, a rot grub instinctively
chews its way toward the heart in order to kill its host.
Armor Class 12
Hit Points 230 (20d12 + 100) Rot grubs pose a threat both singly and as a swarm.
Speed SO ft., fly SO ft. (hover), swim SO ft. See the accompanying stat block for the mechanics of a
swarm of rot grubs.
STR DEX CON INT WIS CHA A single rot grub has no stat block. Any creature that
29 (+9) 14 {+2) 20 (+S) 17 (+3) 20 (+S) 19 (+4) comes into contact with one must make a DC 10 Dex-
terity saving throw. On a failed save, the rot grub bur-
Saving Throws Str +14, Con +10, Wis +10, Cha +9 rows into the creature's Oesh and deals 3 (ld6) piercing
Skills Arcana +8, History +8, Perception +10 damage at the start of each of the host creature's turns.
Damage Resistances cold; bludgeoning, piercing, and slashing
Applying fire to the wound before the end of the host
from nonmagical attacks
creature's next turn deals 1 fire damage to the host and
Damage Immunities lightning, thunder
kills the infesting rot grub. After this time. the rot grub
Senses truesight 60 ft., passive Perception 20
is too far under the host creature's skin to be burned.
Languages Common, Giant
If a creature infested by one or more rot grubs ends its
Challenge 16 (1 S,000 XP)
turn with 0 hit points. it dies as the grubs burrow into its
heart and kill it. Any effect that cures disease kills all rot
Amphibious. The giant can breathe air and water.
grubs infesting the target. Burning a body kills any rot
grubs infesting it.
A CTION S
Multiattack. The giant makes two Lightning Sword attacks or
uses Wind javelin twice. SWARM OF ROT GRUBS
Medium swarm of Tiny beasts, unaligned
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 40 (9d6 + 9) lightning damage. Armor Class 8
Hit Points 22 (Sd8)
Wind javelin. The giant coalesces wind into a javelin-like form
Speed S ft., climb S ft.
and hurls it at a creature it can see within 600 feet of it. The
javelin is considered a magic weapon and deals 19 (3d6 + 9)
STR DEX CON INT WIS CHA
piercing damage to the target, striking unerringly. The javelin
2 (- 4) 7 (-2) 10 (+O ) 1 (-S) 2 (-4) 1 (-5)
disappears after it hits.
Damage Resistances piercing, slashing I
LEGENDARY ACTIONS
Condition Immunities charmed, frightened, grappled, .J
The giant can take 3 legendary actions, choosing from the op- paralyzed, petrified, prone, restrained - ..
tions below. Only one legendary action option can be used at Senses blindsight 10 ft., passive Perception 6 .,...
a time and only at the end of another creature's turn. The giant Languages -
regains spent legendary actions at the start of its turn. Challenge 1/2 (100 XP)
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must Swarm. The swarm can occupy another creature's space and
succeed on a DC 18 Strength saving throw or be pushed up vice versa, and the swarm can move through any opening large
to 20 feet in any horizontal direction the giant chooses.
enough for a Tiny maggot. The swarm can't regain hit points or
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
gain temporary hit points.
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4d10) thunder ACTIO N S
damage on a failed save, or half as much damage on a suc-
cessful one. Bites. Melee Weapon Attack: +Oto hit, reach 0 ft., one creature
in the swarm's space. Hit: The target is infested by ld4 rot
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end grubs. At the start of each of the target's turns, the target takes
this effect at the start of any of its turns, becoming a giant ld6 piercing damage per rot grub infesting it. Applying tire to
once more and appearing in any location it chooses within the bite wound before the end of the target's next turn deals
its lair. While dispersed, the giant can't take any actions other 1 tire damage to the target and kills these rot grubs. After this
than lair actions, and it can't be targeted by attacks, spells, or time, these rot grubs are too far under the skin to be burned.
other effects. The giant can't use this ability outside its lair, If a target infested by rot grubs ends its turn with 0 hit points,
nor can it use this ability if another creature is using a control it dies as the rot grubs burrow into its heart and kill it. Any ef·
weather spell or similar magic to quell the storm. feet that cures disease kills all rot grubs infesting the target.
\Pl'fNllfX ( MUNsTl·R'> AKI• 'll'(S
VAMPIRIC JADE STATUE
THOUSAND TEETH THE DEVOURER A large, exquisitely carved jade statue of a vampire
guards the tunnels in Isle of the Abbey, having been
Thousand Teeth is an ancient crocodilian nightmare brought to life by dark magic. Its stone fangs draw blood
that has served as the apex predator in the swamps near that it then uses to work a curse on its victims.
Saltmarsh for as long as anyone can remember. This
monster recently fought a number of lizardfolk and lost
one of its teeth. Angered and hungry, it sulks in its lair, VAMPIRICjADE STATUE
lost in primal dreams of rending and tearing. It is found Large construct, unaligned
in the deep marshes in Danger at Dunwater.
Armor Class 14 (natural armor)
Hit Points 114 (12dl0 + 48)
THOUSAND TEETH Speed 30 ft.
Large monstrosity, neutral evil
STR DEX CON INT WIS CHA
Armor Class 12 (natural armor) 16 (+3) 14 (+2) 18 (+4) 6 (-2) 10 (+O) 5 (-3)
Hit Points 93 (lldlO + 33)
Speed 30 ft., swim SO ft. Damage Vulnerabilities force
Damage Immunities lightning, poison
STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion, frightened,
19 (+4) 10 (+0) 17 (+3) 2 (-4) 10 (+O) 7 (-2) paralyzed. petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Saving Throws Str +7, Con +6 Languages understands the languages of its creator but can't
Skills Athletics +7, Stealth +3 speak
Senses passive Perception 10 Challenge 8 (3,900 XP)
languages -
Challenge 6 (2,300 XP) Immutable Form. The statue is immune to any spell or effect
that would alter its form.
Hold Breath. Thousand Teeth can hold its breath for Legendary Resistance (3/Day). If the statue fails a saving throw,
30 minutes.
it can choose to succeed instead.
Legendary Resistance (2/Day). lfThousand Teeth fails a saving
throw, it can choose to succeed instead. ACTIONS
Multiattack. The statue makes three attacks: one with its bite
ACTI O N S and two with its claws.
Multiattack. Thousand Teeth makes two attacks: one with its
bite and one with its tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: that creature becomes cursed by the statue. The curse lasts for
l 5 (2dl0 + 4) piercing damage. 10 minutes. While the creature is cursed, the statue has advan·
tage on all attacks against it.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft .. one target.
Hit: 8 (ld8 + 4) bludgeoning damage. If the target is a crea- Claws. Melee Weapon Attack: +6 to hit, reach S ft., one target.
ture, it must succeed on a DC 15 Strength saving throw or be Hit: 10 (2d6 + 3) slashing damage.
knocked prone.
LEGEN DARY ACTIONS
LEGEN DARY A CTI O N S The statue can take 3 legendary actions, choosing from the op·
Thousand Teeth can take 3 legendary actions, choosing from tions below. Only one legendary action option can be used at a
the options below. Only one legendary action option can be time and only at the end of another creature's turn. The statue
used at a time and only at the end of another creature's turn. regains spent legendary actions at the start of its turn.
Thousand Teeth regains spent legendary actions at the start
Bite. The statue makes one bite attack.
of its turn.
Blood Reaper. All creatures currently cursed by the statue and
Detect. Thousand Teeth makes a Wisdom (Perception) check. within 20 feet of it take 5 necrotic damage.
Lunge. Thousand Teeth moves up to half its speed. Move. The statue moves up to its speed without provoking op·
Bite (Costs 2 Actions). Thousand Teeth makes a bite attack. portunity attacks.
APl'rNIJJX C MCl1'STt 1-:5 \Nil >.;PCS