Free interactive D&D 5e SRD stat block

Sahuagin Warrior

Medium Fiend, CR 1/2, AC 12, 22 HP. Lawful Evil.

Medium Fiend, Lawful Evil

AC
12
Initiative
+0 (10)
HP
22 (4d8+4)
Speed
30 ft., Swim 40 ft.
ScoreModSave
STR 13 +1 +1
DEX 11 +0 +0
CON 12 +1 +1
INT 12 +1 +1
WIS 13 +1 +1
CHA 9 -1 -1
Skills
Perception +5
Resistances
Acid, Cold
Senses
Darkvision 120 ft.; Passive Perception 15
Languages
Sahuagin
CR
1/2 (XP 100; PB +2)

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.

Actions

Multiattack. The sahuagin makes two Claw attacks.

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6+1) Slashing damage.

Bonus Actions

Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.

How to run Sahuagin Warrior

A sahuagin warrior is a CR 1/2 shark-priest soldier whose entire kit punishes a party that is already bleeding. AC 12, 22 HP, two Claw attacks per Multiattack at +3 for about 4 slashing each. The number to fixate on is Blood Frenzy: the sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Rounds two and three are when the math turns, because by then someone in the party has taken a hit, and now both Claws have advantage.

Open the encounter with Aquatic Charge if there's water nearby. The bonus action lets the sahuagin swim its 40 ft. swim speed straight at a target, so a warrior can erupt out of a tide pool, cross 40 ft. of water plus 30 ft. of land, and still get both Claw attacks. Pack of warriors is the standard configuration: four to six of them, half in the water, half on the beach, with the swimmers cycling in and out via Aquatic Charge while the front line keeps pressure. The party fighter pursues into the water and now they have disadvantage on attack rolls and the sahuagin do not.

Damage priority is whoever is bleeding. Once a PC is below maximum HP, every sahuagin within line of sight pivots to that target because Blood Frenzy makes them the highest-EV strike. Healing in the middle of a sahuagin pack is itself a target painted on the cleric. Shark Telepathy adds a wrinkle: any shark within 120 ft. is on the warrior's side. A hunter-shark in nearby water turns the encounter into a CR-3-equivalent ambush.

Sahuagin warriors fight as a unit with morale tied to their leader. If the priestess or baron commanding them dies, surviving warriors retreat into deep water and disappear. Without a leader present, they fight to the last because their religion demands it.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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