Sahuagin Claw of Sha'argon

Large Humanoid, Lawful Evil
EE'24

The sahuagin dominate the Thunder Sea. Proud and predatory, the sahuagin see the creatures of the surface world as primitive and weak. The sahuagin are generally content to ignore the lesser creatures that dwell above the water, but when there is blood in the water, they are implacable and deadly foes. Through magebreeding and induced mutation they have created a host of terrors, such as the duplicitous malenti, the four-armed Sahuagin Barons, the shape-shifting Plasmids, and the terrifying Sahuagin Claws of Sha'argon.

The aboleths created the lobster-like chuuls as living weapons and unleashed them against the sahuagin. The high priests of the Eternal Dominion responded by consuming the chuuls and taking their power. A Claw of Sha'argon is a mighty sahuagin champion—an armored powerhouse possessing deep faith and wielding divine power. While barons lead sahuagin into battle, the Claws of Sha'argon are the spiritual leaders of the Eternal Dominion who lead its inquisitions and crush its enemies with claw and spell.
Claw and Tentacle. The powerful claws of a sahuagin priest are deadly weapons. It manipulates objects and casts spells using its facial tentacles. These tentacles are fully prehensile limbs capable of delicate work, but a Claw of Sha'argon has Disadvantage on Strength checks made using its tentacles.
Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha'argon, and only those possessing the most unshakable faith survive this agonizing process. The Claws of Sha'argon see themselves as chosen vessels of the Devourer, channeling the fury of the wild. A Claw of Sha'argon casts spells as an 11th-level spellcaster, and those spells listed are typical for a Claw of Sha'argon, but can be replaced with any spell available to a Tempest Cleric (from the Player's Handbook).

AC 18

Initiative +2 (12)

HP 178 (17d10 + 85)

Speed 30 ft., Swim 50 ft.

STR

21 (+5)

Save +9

DEX

14 (+2)

Save +6

CON

21 (+5)

Save +9

INT

15 (+2)

Save +2

WIS

18 (+4)

Save +8

CHA

15 (+2)

Save +2

Saving Throws STR +9, DEX +6, CON +9, WIS +8

Skills History +6, Perception +12, Religion +6

Senses Darkvision 120 ft., Passive Perception 22

Languages Aquan, Common, Sahuagin

CR 11

Traits

Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.

Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.

Toughened Carapace. Any Critical Hit against the sahuagin becomes a normal hit.

Actions

Multiattack. The sahuagin makes three attacks, using Crushing Claw or Cutter Claw in any combination. It can replace one attack with a use of Spellcasting.

Crushing Claw. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from the Crushing Claw.

Cutter Claw. Melee Attack Roll: +9, reach 10 ft. Hit: 24 (3d12 + 5) Slashing damage.

Spellcasting. The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Guidance, Mending, Resistance, Thaumaturgy. 2/Day Each: Banishment, Command (level 3 version), Flame Strike, Hold Person (level 3 version). 1/Day Each: Dispel Magic, Freedom of Movement, Harm.