Sahuagin, Selachim

Family: Sahuagin

Medium humanoid (sahuagin), lawful evil

Armor Class 13 (natural armor)
Hit Points 84 (13d8+26)
Speed 30 ft., swim 60 ft.

16 (+3) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 10 (+0)

Saving Throws Int +4, Str +4
Skills Athletics +6, Perception +3
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
Languages Sahuagin
Challenge 3 (700 XP)

Special Traits

  • Blood Frenzy. The sahuagin mutant has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Limited Amphibiousness. The sahuagin mutant can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
  • Shark Telepathy. The sahuagin mutant can magically command any shark within 120 feet of it, using a limited telepathy.


  • Multiattack. The sahuagin mutant makes one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +4 to hit, 5 ft. reach, one target. Hit: 7 (1d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +4 to hit, 5 ft. reach, one target. Hit: 7 (1d8 + 3) slashing damage.
  • Spontaneous Mutation. A sahuagin mutant can tap into the latent mutational potential of its species, granting it one of the following mutational benefits for 1 minute. Once it uses this ability, it cannot use it again until it completes a short rest. Alternatively, it may choose to gain one of the following mutational benefits for 1 hour; if it does so, it cannot use this ability again until it completes a long rest.
    • Angler: The sahuagin mutant’s skin becomes pallid and eyeless. Its blindsight increases to 90 feet. A glowing tendril protruding from its head a sightless sahuagin causes all sighted creatures within 10 feet to have disadvantage on melee attack rolls against the sahuagin mutant.
    • Primordial: The sahuagin mutant’s size increases to Large and its Armor Class also increases to 15.
    • Spinefish: The sahuagin mutant’s flesh becomes covered with hundreds of needle-like spines. Creatures that grapple or are grappled by the sahuagin, or hit it with an unarmed strike take 3 (1d6) points of piercing damage.
    • Thresher: The sahuagin mutant’s maw expands and fills with rows of shark-like teeth, while its lower body becomes shark-like, resembling a monstrous merfolk. Its land speed is decreased to 5 feet but its swim speed increased to 80 feet.


The unpredictability and viciousness of the sahuagin race isn’t just an aspect of their sharklike temperament-it seems to be inherent in their very beings. The unusual and typically deadly mutants common to the race attest to this, their forms altering and becoming more deadly based either on the needs of the community or ambiguous environmental factors.

Whatever the case, sahuagin mutants often rise to positions of respect and influence in sahuagin communities, their innate advantages instantly placing them among their people’s rulers. of these mutants, four-armed sahuagin brutes and malenti-sahuagin with the appearances of sea elves-arise most commonly, though these are in no way the only sahuagin mutants known to the savage seas.

Spontaneous Mutation. While the more common mutants among sahuagin have mutated into a specific form, the subspecies known as the selachim have inherited a uniquely protean gift of triggering a variety of mutations to suit the tactical needs of its mission.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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