TEXT: GHOSTS OF SALTMARSH
  GHOSTS OF SALTMARSH
  DM's Resources for Ghosts of Saltmarsh
  DM's Resources for Ghosts of Saltmarsh
  Chapter 6: The Final Enemy
  Chapter 6: The Final Enemy
  THE FINAL ENEMY
  THE FINAL ENEMY
  
  Credits
  Writing, Layout & Editing: Daniel Kahn & J. A. Valeur
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  THE FINAL ENEMY
  GHOSTS OF SALTMARSH
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  Introduction
  T 
  he final enemy is the fourth adventure of 
  seven in Ghosts of Saltmarsh campaign book. 
  It has the party going on a reconnaissance 
  mission to a sahuagin lair followed by a full 
  assault by the united peoples of Saltmarsh.
  The Final Enemy is a short adventure that is likely 
  to take a few sessions given the immense size of the 
  sahuagin lair. The focus of this adventure is on stealth 
  and information gathering, although combat is likely 
  inevitable for most parties. 
  In this document, we seek to make running The Final 
  Enemy fun and memorable for you and your players, as 
  well as giving you advice on how to fit The Final Enemy 
  into a campaign. This document includes:
  • Advice on pacing the story and keeping the adventure 
  exciting.
  • Alternate victory point tally method to give more 
  depth to the first half of the adventure.
  • DM's Notes for quick and easy reference at the table.
  • Monster Stat Blocks for every foe in the adventure 
  arranged for swift and easy use.
  Running The Final Enemy
  In this section, you'll find advice on how to run The 
  Final Enemy. We strongly recommend that you read 
  Chapter 6 of Ghosts of Saltmarsh before reading these 
  suggestions. As always, use only what makes sense to 
  you – you know best, what works at your table.
  Part of a Campaign
  If you are running a full Ghosts of Saltmarsh campaign, 
  The Final Enemy is the natural culmination of the 
  events and adventures of the Chapters 2 and 3 in the 
  book (and somewhat related to Chapters 4 and 5). At 
  this point, the characters have quashed a smuggling 
  operation at the haunted mansion and followed up on 
  red herring involving the colony of lizardfolk who were 
  receiving the smuggled weapons.  From the lizardfolk, 
  the characters will have learned that the true enemy is 
  actually the sahuagin and now the people of Saltmarsh, 
  the lizardfolk, the merfolk, and the locathah all plan to 
  unite against this... Final Enemy.
  If you are planning to plug in The Final Enemy into 
  another campaign or run it as a short adventure, you may 
  want to change or simplify some of the details presented 
  in the Background and Council of War sections, which 
  assumes that the party has gained allies from different 
  parties along their way. You can boil down the council 
  to be two parties, the land-dwelling townsfolk and the 
  lizardfolk who's home was stolen by the sahuagin. The 
  lizardfolk are easily replaceable by any aquatic or semi-
  aquatic humanoid race to fit your campaign.
  Victory Points
  The adventure is broken into two parts, the first being 
  reconnaissance and the second being the assault 
  on the fortress. Victory is achieved by completing 
  objectives during the assault to gain victory points. If 
  done correctly, victory points are a fun way to decide the 
  outcome of a large scale battle, where the characters are 
  not the only force at play, but you want it to feel like their 
  actions have a lot of impact on the outcome.
  Reconnaissance Goals 
  One issue with the adventure is that the reconnaissance 
  part seems to be nearly inconsequential to the final 
  outcome. As stated under 'The Master Plan' (pg. 111), 
  there are four objectives during the reconnaissance:
  • Determine the strength of the sahuagin force: how 
  many warriors, lieutenants, and other battle-ready 
  troops are present.
  • Locate important areas within the fortress: where 
  are the warriors barracked, the officers quartered, and 
  the leaders housed.
  • Discover any significant defensive measures: traps, 
  areas readied specifically for defense, and other 
  dangers the attacking force must avoid or overcome.
  • Discover how advanced the sahuagin preparations 
  are and when they might mount their first attack.
  It is important that the council share these objectives 
  clearly with the characters so that the characters 
  know what they're supposed to be doing during the 
  reconnaissance. However, there are no criteria for 
  success or failure and no obvious benefits gained from 
  the reconnaissance other than the characters generally 
  knowing their way around the lair before the big attack. 
  Below are recommendations for altering the 
  victory point tally so that goals achieved during the 
  reconnaissance mission also provides victory points.
  Strength of the Sahuagin
  The council wants to know the size of the sahuagin force 
  to help them prepare, so we can award characters for 
  properly assessing this. There are approximately 300 
  sahuagin in the lair. If the party estimates between 200 
  and 400 sahuagin, you can award them 10 victory points. 
  It may not be obvious to the characters how many of 
  these are lieutenants, but you can award an additional 
  5 victory points if the characters identify that there are 
  between 10 and 15 priestesses (there are 12).
  Locate important areas and traps
  The council wants to know where the key areas are 
  in the fortress for the attack – especially areas that 
  are heavily guarded, trapped passages, or where key 
  personnel are located. You can award the characters 1 
  victory point for identifying the location of each of the 
  following rooms (total of 15):
  • 1. North Entrance and Guard Post
  • 2. Guard Post
  • 12. Guard Post
  • 29. Barracks
  • 36. High Priestess's Quarters
  • 37. Temple
  • 42. Throne Room
  • 45. Sleeping Quarters of the Baroness
  • 47. Baron's Sleeping Quarters
  • 48. Barracks
  • 53. Arena
  • 54. Barracks
  • 58. Guard Post
  • 59. Temporary Guard Post
  • 60. Temporary Barracks
  
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  The Sahuagin's Plans and Preparation
  The module states, "Twenty or thirty days after the 
  adventure takes place, the sahuagin plan to mount their 
  first offensive — and Saltmarsh is indeed their target.", 
  but does not include any way for characters to learn this. 
  We can fix this by dropping a set of sahuagin battle plans 
  in '47. Baron's Living Quarters'. If characters find these 
  plans, you can award them 10 victory points.
  Other Accomplishments
  You can award 5 points for each of the following 
  accomplishments during the reconnaissance. 
  • The party interrupts the ritual in '37. Temple'.
  • The party brings the telepathic lobster Shern from '40. 
  Nearly Empty Shark Pen' back to the war council.
  • The party discovers the unguarded secret entrance to 
  the lair at '61. Old Guard Room'.
  Assassination
  You can award the following points for each leader 
  assassinated by the party during reconnaissance.
  • Baroness Seklaz for 10 points (Area 45) 
  • Baron Kepmak for 25 points (Area 42) 
  • High Priestess Thadrah for 10 points (Area 42)
  • Blademaster Makaht for 10 points (Area 53) 
  Consequences
  You can subtract 5 victory points if the party does any of 
  the following, which may cause the sahuagin to fortify for 
  a later attack: 
  • Leave dead sahuagin bodies in obvious places or fail to 
  cover up killings in some other way. 
  • Leave sahuagin alive that witnessed their presence in 
  the lair.
  • Triggers the loud trap in '52. Treasure Chamber'.
  Victory Points from the Assault
  The book lists various way the characters can attain 
  victory points during the assault (pg. 138):
  Assault Victory Points
  Defender
  Point Value
  Sahuagin
  1
  Sahuagin Champion
  3
  Sahuagin Coral Smasher
  5
  Blademaster Makaht
  10
  Opening the gate at Area 1
  15
  Baron Kepmak
  25
  Raising no alert
  25
  There are two issues with this table. 
  • Champions are worth fewer points than coral 
  smashers, even though champions are far stronger 
  (CR 3 vs CR 1). If you swap this around, so coral 
  smashers are worth 3 points and champions are 
  worth 5 points, you can also swap their numbers in 
  the Sahuagin Defenders table (pg. 138) so areas 5-11 
  have 1 coral smasher and areas 12-18 have 2 coral 
  smashers and 1 champion so the available points 
  remain the same.
  • The party is supposed to kill as many sahuagin as 
  possible, but if they go into Area 5 or 19, where there 
  are lots of enemies, the alert is raised automatically. 
  You can remedy this by having the alert only be raised 
  if a sahuagin makes it down the stairs in Area 19.
  If you allowed the characters to accumulate points in the 
  first part of the adventure, consider making sahuagin 
  worth half a point, coral smashers worth 2 points, and 
  champions worth 3 points to even the scales. There are 
  still potentially 300 points worth of sahuagin on this 
  level, although killing them all is unlikely.
  Summary & Overview
  With these alternate rules for victory points, characters 
  can achieve victory before the battle even occurs. 
  65 points are available from reconnaissance, 55 
  are available from assassinations (though these are 
  unlikely), and 15 points can be lost. The purpose of the 
  battle at that point is to determine how strong of a victory 
  is achieved. 
  Below are two tables summing up the various ways the 
  characters can acquire victory points in both parts of the 
  adventure, with all suggested changes implemented.
  Reconnaissance Victory Points
  Objective
  Point Value
  Leave easily found dead sahuagin
  -5
  Leave live sahuagin witnesses
  -5
  Trigger the loud trap in area 52
  -5
  Locate an important area or trap
  1
  Interrupt ritual in area 37
  5
  Retrieve lobster from area 40
  5
  Discover secret entrance in area 61
  5
  Assess priestess numbers (10-15)
  5
  Assess sahuagin numbers (200-400)
  10
  Find the sahuagin's plans
  10
  Assault Victory Points
  Objective
  Point Value
  Kill a sahuagin
  ½
  KIll a sahuagin coral smasher
  2
  Kill a sahuagin champion
  3
  Kill High Priestess Thadrah
  10
  Kill Baroness Seklaz
  10
  Kill Blademaster Makaht
  10
  Open the gate at Area 1
  15
  Kill Baron Kepmak
  25
  Raise no alert
  25
  
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  Communicating Victory Points
  Victory points are a concept that is not new to Dungeons 
  & Dragons 5E, but many players may not have 
  experienced them before. There are various different 
  strategies you can employ when using victory points:
  • Do not tell your players about victory points and tally 
  them behind the DM screen.
  • Tell your players victory points exist and their actions 
  add to (or subtract from) the tally. Possibly give a vague 
  example or two. The value of certain actions will be 
  unknown to the players and points will be tallied 
  behind the DM screen.
  • Tell your players victory points exist and tell them (for 
  the most part) what certain actions are worth. You 
  can either tally the points in secret or display a public 
  board with the points.
  Which of these strategies work best will likely vary from 
  table tot able. In the following sections, we will examine 
  each of these strategies and discuss the concept of 
  "meta-gaming". For this exercise, we will assume that 
  victory points can be awarded during reconnaissance as 
  suggested earlier.
  Secret Victory Points
  In this scenario, you essentially can have the council 
  express the four goals of the reconnaissance on page 
  111. The council states that the knowledge gained by the 
  characters could ensure victory during the assault and 
  the allied forces may be doomed if the reconnaissance 
  yields limited or wrong information.  
  From this, the characters head on their way, return 
  with reconnaissance, fight the assault, and then you 
  announce their victory state. If the party fares well (or 
  poorly) during reconnaissance, you can have the council 
  state as much saying: "Excellent work – because of your 
  actions, we have every advantage in the battle ahead" or 
  "Hmm, I would have hoped we might have gained more 
  intelligence, rather than going in blind here. Everyone 
  must be sharp and ready for battle, our actions on the 
  field are our only hope now."
  The main advantage of this strategy is that you 
  never have to "break down the fourth wall" and take 
  the players out of the role-playing mindset. The main 
  downside is that the players may not fully understand 
  their objectives and the benefits of their actions. 
  Semi-Secret Victory Points
  In this scenario, you can essentially have the council 
  state the goals as in the prior scenario, but afterwards 
  explain that defeat or the level of victory will be 
  determined by victory points that characters can achieve 
  during their missions. It may be helpful to give a few 
  examples of how they can gain victory points, such 
  as by finding the location of key rooms in the lair and 
  estimating the number of warriors and spellcasters. 
  These objectives alone should drive characters to 
  explore nearly the entirety of the lair. Before the assault, 
  you can have the council state their feelings on how well 
  the party is doing as described above and let players 
  know that they can still gain victory points by defeating 
  as many sahuagin as possible without raising the alarm. 
  The main advantage of this strategy is that the 
  players have a strong understanding of their goals. 
  The main downside is that the disclaimer of victory 
  points may compel some "meta-gaming", meaning 
  performing actions that a character would normally do 
  based on some knowledge that the player has and not 
  the character. To deal with this, you can speak to your 
  players about how to use the knowledge in a way that 
  everyone is comfortable with. 
  An example of something you want to avoid is 
  promoting a discussion like, "Do you guys think we 
  should do this? It may not be worth any victory points" 
  or "Do you think we have enough victory points to head 
  back?" Some of this can be avoided by stating that the 
  characters do not need to collect 100% of the victory 
  points to win and there are a variety of ways to gain 
  victory points that will remain secret to them. You may 
  want to encourage dialogue that sounds more like, 
  "Do you guys think we should do this? It may be risky 
  and we'd be acting outside of the council's objectives." 
  or "I'm not sure how much longer I can go on without 
  resting. Do you think we have enough intelligence for 
  the assault? If we continue much further, we'd be putting 
  ourselves at great risk."
  Public Victory Points
  A third option is to break down the fourth wall 
  completely and get out a scoreboard for your players. 
  Some tables may really enjoy this as a sort of "mini-
  game" akin to some video games. Of course, you may 
  want to encourage in-character dialogue as suggested 
  above and keep at least some of the ways to gain victory 
  points secret. Depending on your table, your players 
  might get great fun out of seeing their tally go up and 
  up before them, and encourage them to take fun and 
  exciting risks to see it go up further (especially during 
  the assault). 
  Other Suggestions
  In this section you will find suggestions for changing 
  various aspects or areas of the lair to make them easier 
  to run and/or more exciting for you and your players.
  Gaining Access to the Lair
  There are a few ways the party may be able to get inside 
  via Area 1 without causing a huge raucous during 
  reconnaissance, but they mostly involve magic. We 
  know the council has access to potions of invisibility and 
  potions of gaseous form, so you may consider providing 
  these to the characters during reconnaissance to give 
  them a better chance of slipping in.
  Posing as Slaves. As written, the book suggests 
  that slaves are confined to the first level of the temple. 
  However, posing as slaves creates an interesting 
  opportunity to allow the characters to explore further 
  in the temple without rolling endless stealth checks. 
  Characters can pretend to be slaves working lower 
  levels. Slave tasks might include cleaning rooms and 
  common areas, disposing of bodies from the arena, and 
  bringing food to guards. In this scenario, characters 
  pretending to wear shackles could pass themselves off as 
  slaves with a DC 12 Charisma (Deception) check, though 
  non-amphibious races may raise suspicions.
  Patrols
  Patrols exist on the second level of the lair. The book 
  suggests checking for patrols every 10 minutes. While 
  randomness can be fun, it is recommended that you use 
  patrols sparingly and mainly to get the party to make a 
  decision if they are being indecisive. 
  
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  Rapture Weed
  There are a few opportunities to find rapture weed 
  in the lower floors. The effects of rapture weed are 
  entirely negative for the characters. If you want to enable 
  characters to explore more of the lair, you can have 
  the rapture weed cause non-sahuagins to grow small 
  fins and gills for an hour, making them able to pass as 
  sahuagin with a DC 12 Charisma (Deception) check. 
  Courting the Baroness
  There is a whole to-do about the Baroness missing an 
  earring. She is in Area 45 and the earring is on the floor 
  in Area 42. At your discretion, if the characters manage 
  to return the earring to her or the sahuagin she was 
  scolding, either of them may be friendly towards the 
  characters and reveal battle plans or lair information.
  Concluding Reconnaissance
  The book does not state how the reconnaissance mission 
  might conclude other than the party deciding to give 
  up and return to Saltmarsh. To avoid this part of the 
  adventure from dragging out, you may want to have some 
  ideas of how you can create a natural ending. Here are a 
  few suggestions:
  • The council or the guards paddling the boats state that 
  the party has 2 hours to perform the reconnaissance, 
  any more time than that could put the mission at risk. 
  This gives the party time for a bit of exploration and 
  maybe even a short rest.
  • You can allow the party to continue until they attempt 
  to take a long rest, at which point you can have the 
  sahuagin find them and raise the alarm prompting 
  them to leave with haste. 
  • You can have the party overhear or discover 
  documents that state that a small sahuagin strike 
  force has already been dispatched to Saltmarsh and 
  will catch the people by surprise unless the characters 
  return and intervene.
  Changing the Assault
  Other than sneaking past the gate (which is easily 
  accomplished using the potion of gaseous form and 
  potions of invisibility granted to the party), the assault is 
  just a 30 round slog fest in small hallways. Characters 
  may welcome a chance to unleash after having to sneak 
  around everywhere in the first part of the adventure, but 
  the first level (which they've already explored) does not 
  make for the most exciting battle map. Here are a few 
  ways to make the strike force more exciting:
  Assassination. The characters are now tasked with 
  assassinating the blademaster and the baron so that 
  the sahuagin are leaderless when the invading army 
  arrives in 30 rounds. In this scenario, you can have the 
  blademaster be worth 25 points and you may want to 
  have both of them in their respective quarters.
  Distraction. The characters are tasked with making a 
  huge distraction and kill as many sahuagin as possible 
  before the invading army arrives. If the characters 
  share the layout of the bottom floor, '53. Arena' could 
  make an exciting place to do this. In this scenario, you 
  can have '53. Arena' be as described in the book, but 
  the Baron's Counterattack occurs here after the party 
  exceeds 75 victory points. If the party seems to be 
  getting overwhelmed you can dial back the main assault 
  to arrive after 20 rounds.
  
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  DM's Notes
  The following are quick reference notes for you to use at 
  the table while running the session. You will need a copy 
  of Ghosts of Saltmarsh if you plan to read the boxed text 
  for each area.
  Background
  • Weeks ago, adventurers broke up a smuggling 
  operation at an abandoned house outside of Saltmarsh 
  and discovered evidence of weapons being sold to a 
  colony of lizardfolk.
  • After traveling to the lizardfolk lair, the adventurers 
  learned that the lizardfolk were not a threat to 
  Saltmarsh, but were preparing for a war against a 
  group of evil sahuagin who stole the lizardfolk's home.
  • Saltmarsh called a council with the lizardfolk and 
  other allies to discuss the looming sahuagin threat.
  Council of War
  • Lizardfolk include two lizardfolk scaleshields named 
  Garut and Vyth. 
  • Merfolk include a merfolk salvager named Aryn.
  • Lacathah include a locathah hunter named Sakith.
  • Saltmarsh representatives are unidentified, but may 
  include: 
  • Traditionalists: Eda Oweland, Gellan Primewater
  • Loyalists: Eliander Fireborn, Manistrad 
  Copperlocks
  • Scarlet Brotherhood Pawn: Anders Solmor
  Master Plan
  Lizardfolk provide the following information to the party:
  • Crude map of the location of the sahuagin stronghold
  • The lair is three-levels, only the top is visible above the 
  water
  • The main entrance is a cave that faces the seacoast
  • The levels are connected with stairs
  Mission Goals
  1. Determine the strength of the sahuagin force: how 
  many warriors, lieutenants, and other battle-ready troops 
  are present.
  2. Locate important areas within the fortress: where 
  are the warriors barracked, the officers quartered, and 
  the leaders housed.
  3. Discover any significant defensive measures: traps, 
  areas readied specifically for defense, and other dangers 
  the attacking force must avoid or overcome.
  4. Discover how advanced the sahuagin preparations 
  are and when they might mount their first attack.
  Sahuagin Stronghold General
  • Important General Features. Corridors are 15 feet 
  high. Rooms are 20 feet high except for areas 37, 41, 
  and 42 (30 feet high), area 53 (about 60 feet high), 
  and area 60 (45 feet high in the cave proper, 30 feet 
  high over the area at the top of the steps). All walls 
  separating adjacent areas are 3 feet thick. No light.
  • Those Who Rules. Baroness Seklaz (Area 45), Baron 
  Kepmak (Area 42), High Priestess Thadrah (Area 42), 
  Blademaster Makaht (Area 53).
  Approaching the Island
  Council provides a keelboat with two guards to pilot it 
  as well as two rowboats. 
  • Boxed Text. 500-foot diameter island with a large rock 
  jutting out of it is 200 feet offshore. 
  • Boxed Text Closer. The island is devoid of life and 
  vegetation. There's a long stone causeway that leads 
  southward from the coast to the island. The causeway 
  ends at a set of large stone doors.
  • Entrances. (1) Main entrance to Area 1, (2) Small cave 
  80 feet underwater to Area 61, (3) Large cave 80 feet 
  below surface to Area 60.
  Fortress Level 1
  Sahuagin Roster, Level 1
  Area
  Occupants at Start
  Notes
  1
  6 sahuagin, 2 sahuagin 
  coral smashers,
  1 sahuagin champion
  These guards are alerted 
  by intruders they become 
  aware of. If one of them 
  rings the gong three times, 
  sahuagin in 2 and 12 rush 
  to their aid.
  2
  2 sahuagin 
  These guards go to 1 if they 
  hear combat or if the gong 
  is rung three times.
  12
  5 sahuagin, 2 sahuagin 
  coral smashers,
  2 sahuagin priestesses
  These sahuagin go to 1 
  if the gong is rung three 
  times or if they are alerted 
  by a guard from 2.
  13
  Elmo the slave 
  (commoner) 
  Elmo is near death and 
  cannot be moved.
  19
  2 sahuagin, 4 sahuagin 
  coral smashers,
  1 sahuagin champion, 1 
  sahuagin priestess, 10 
  slaves
  These sahuagin go to 12 if 
  they hear sounds of combat 
  from that area. The slaves 
  remain here.
  1. North Entrance and Guard Post
  • Boxed Text. Rocky ledge is 30 feet wide. 10-foot-high, 
  5-foot-wide stone doors lead into the rock. The doors 
  have no handles, but have a 6-inch by 4-inch peep-hole 
  6 feet above the ground covered with a metal plate.
  • Doors. Barred on inside during day, unbarred at night. 
  AC 16, 45 hit points, damage threshold 12 or opened 
  by DC 18 Strength (Athletics) check. 
  • Guards. Six sahuagin, two sahuagin coral smashers, 
  and one sahuagin champion. Can be deceived to open 
  doors with DC 18 Charisma (Deception or Persuasion) 
  • Boxed Text Inside. The room is bare. A short corridor 
  leads to a closed bronze gate. There is a metal gong on 
  the right wall.  
  • Gong. Action to ring gong, alerts guards in Area 2 and 
  12.
  • Guarded Gate. AC 18, 50 hit points, damage threshold 
  14 and can be forced open with a DC 18 Strength 
  (Athletics) check. Normally closed and takes 3 rounds 
  to open.
  • Net Trap. 10 square foot, located on ceiling of hallway 
  from Area 1 to 2. Trap is activated by guards in Area 
  2.  DC 16 Dexterity saving throw or restrained. DC 14 
  Strength check to escape or 30 slashing damage to 
  destroy net.
  
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  2. Guard Post
  • Boxed Text. The bare room has a chain-and-pulley 
  mechanism mounted to the north wall.
  • Guards. Two sahuagin can open gate with pulley. 
  3. Unfinished Champion's Quarters
  • Boxed Text. Dark blue tiles on the floor. Table and 
  benches in the middle of the room. Open coffer in the 
  neartheast corner. Miner's pick on the floor in the 
  southwest corner.
  4. Champion's Quarters
  • Boxed Text. Dark green tiles on the floor. Several 
  open coffers lie about, with some glowing blue light. A 
  sledgehammer lies against the northern wall. 
  5. Unfinished Barracks
  • Boxed Text. Unfinished room looks like a barracks. 
  Stone-working tools lie against the north wall.
  6. Champion's Quarters
  • Boxed Text. Austere room with table and two chairs. 
  Open coffers in the northeast and northwest corners.
  7. Unfinished Champion's Quarters
  • Boxed Text. Austere room looks unfinished. Open 
  coffers in the northeast and northwest corners.
  8. Makeshift Storeroom
  • Boxed Text. Austere room with open coffers in the 
  northeast and northwest corners. Piles of stone-
  working tools and stone are in the middle of the room.
  9. Armory
  • Boxed Text. Plain room with metal racks running east 
  to west containing spears, tridents and other weapons. 
  Two closed coffers are on either side of the southern 
  archway.
  • Treasure. Sixty spears, thirty tridents, ten glaives, 
  twenty warhammers. Coffer contains seventy-five 
  daggers.
  10. Disorganized Storeroom
  • Boxed Text. Plain room contains rope, animal hides, 
  and metal nails.
  11. Tidy Storeroom
  • Boxed Text. Plain room contains heaps of nails, 
  hooks, buckles, and leather belts and straps.
  12. Guard Post
  • Boxed Text. Three archways lead in from the north, 
  east, and west. A metal gate closes off a room to the 
  north. A pulley mechanism for the gate is attached to 
  the east wall.
  • Guards. Five sahuagin, two sahuagin coral 
  smashers, and two sahuagin priestesses. Combat 
  alerts guards in Area 19 who arrive in 5 minutes.
  • Metal Gate. Can be opened with a pulley and leads to 
  Area 13 (Slave Pen).
  13. Slave Pen
  • Boxed Text. Long, narrow room beyond the gate. Four 
  pillars run north to south.
  • Boxed Text Inside. Stained trough in the floor on the 
  eastern wall. Dozens of manacles on the west wall.
  • Elmo the Emaciated. Elmo is a human commoner. 
  He dies after characters finish talking to him, gasping 
  about "teeth in the temple". He who can share the 
  following information:
  • He is a wizard and the leader of a party of 
  adventurers sent to investigate the strange goings-on 
  in the former lizardfolk lair.
  • He and his companions were equipped to explore 
  underwater but were overwelmed by sahuagin at the 
  entrance to the lair.
  • All his comrades were killed and he was made a 
  slave, laboring on the building efforts.
  • He and his companions had several magic items 
  to aid them with underwater exploration, but these 
  items were confiscated by the sahuagin (see Area 
  18). 
  • He recently witnessed the performance of a terrible 
  ritual in which many slaves were sacrificed. 
  • If the characters say the word "secret," Elmo tells 
  them about a secret door he helped build leading to 
  Area 18. 
  14. Unfinished Guest Room
  • Boxed Text. Incomplete mosaic ceiling of sahuagin 
  fighting a tentacle monster. Table in center of the room. 
  Two coffers along the north wall.
  15. Guest Room
  • Boxed Text. Mosaic on wall depicts sahuagin sinking 
  large ships. Table in center of the room. Two open 
  coffers along the north wall.
  16. Larder
  • Boxed Text. The room is colder than outside. No 
  furniture. Carcasses hang on the walls on hooks and 
  bones are in the northeast corner.
  • Carcasses. Normal octopus, two giant eels, a male 
  dwarf, a male human, and eight lizardfolk. DC 14 
  Intelligence (Investigation) or Wisdom (Medicine) 
  reveals that organs were removed. DC 14 Intelligence 
  (History) or (Arcana) reveals sahuagin rituals involve 
  organs. 
  • Bones. DC 14 Wisdom (Medicine) check reveals bones 
  belong to a female human and male half-elf.
  17. Large Storeroom
  • Boxed Text. Piles of hammers, chisels, mining picks, 
  sledgehammers, crowbars, spades, wicker baskets, 
  sacks and coils of rope.
  • Secret Door. DC 16 Wisdom (Perception) check 
  reveals a secret door. 
  • Glyph of Warding. DC 15 Intelligence (Investigation) 
  reveals a glyph of warding spell on the secret door. If 
  triggered by opening the door, all creatures within 20 
  feet must make a DC 15 Dexterity saving throw or take 
  22 (5d8) cold damage on a failed save, or half as much 
  on a successful one.
  
  9
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  18. Secret Room
  • Boxed Text. Plain room with a leather cloak on a peg 
  on the west wall, plate armor on the east wall, and 
  a heap of chain mail on the floor below the armor. 
  Further in are three shields and a closed coffer.
  • Trapped Coffer. Locked coffer can be opened with a 
  DC 14 Dexterity check using thieves' tools. Trap can 
  be identified with a DC 14 Intelligence (Investigation) 
  check. Disarming the trap requires a DC 15 Dexterity 
  check. Opening or failing to disarm the trap triggers 
  a blade stabbing a creature next to the coffer. That 
  creature must succeed a DC 14 Dexterity saving throw 
  or take 9 (2d8) piercing damage.
  • Treasure. The leather cloak hanging here is a cloak 
  of the manta ray. The armor is a suit of mithral 
  armor (plate) and a suit of normal chain mail. The 
  three shields, all usable, bear the insignia of Prince 
  Monmurg — a spire rising against a blue ocean sky. 
  The coffer contains twelve potions of water breathing. 
  19. Hall
  • Boxed Text No Guards. There are three pillars and 
  a tiled ceiling. Wide stairs lead down to water. Area 
  appears to be under construction.
  • Boxed Text With Guards. Ten slaves perform 
  construction by torchlight. They are shackled at the 
  ankles and wear metal collars. Sahuagin oversee the 
  slaves.
  • Slaves. Slaves have half hit points and disadvantage 
  on attack rolls and ability checks. The ten slaves in 
  this area are four orcs, four hobgoblins, and two 
  lizardfolk. 
  • Guards. Four Sahuagin coral smashers, one 
  sahuagin champion, one sahuagin priestess, and 
  two sahuagin.
  • Treasure. The sahuagin champion wears a pair 
  of gold and silver armbands (25 gp each). Intricate 
  designs depicting shark teeth encircle the armbands.
  Fortress Level 2
  • Patrols. A patrol consists of five sahuagin, one 
  sahuagin coral smasher, and one sahuagin 
  champion drawn from the roster in area 24. If that 
  area is depleted of sahuagin, no more patrols are 
  sent out. For every 10 minutes the characters spend 
  traveling the corridors on level 2, roll a d12. On a 12, 
  the characters come upon a guard patrol.
  • Water. This level is submerged in cold (but not frigid) 
  seawater. 
  Sahuagin Roster, Level 2
  Area
  Occupants at Start
  Notes
  23
  2 sahuagin champions, 2 
  sahuagin priestesses
  These sahuagin remain 
  here until encountered.
  24
  25 sahuagin, 5 sahuagin 
  coral smashers, 5 
  sahuagin champions
  Guard patrols are drawn 
  from this area until all the 
  occupants are defeated.
  25
  3 sahuagin hatchling 
  swarms
  If the swarms emerge, 
  5 sahuagin and 1 coral 
  smasher come here from 
  24.
  26
  2 sahuagin priestesses, 
  2 sahuagin hatchling 
  swarms
  The swarms emerge if the 
  priestesses are alerted. 
  The priestesses try to flee 
  to 24; if one does so, it 
  returns with 5 sahuagin 
  and 1 coral smasher.
  27
  1 sahuagin champion, 12 
  sahuagin,
  These sahuagin remain 
  here until encountered.
  28
  1 sahuagin wave shaper
  The wave shaper goes to 
  27 if alerted by sounds of 
  combat there, arriving on 
  the third round.
  29
  1 sahuagin champion, 
  10 sahuagin, 6 sahuagin 
  coral smashers, 4 
  sahuagin deep divers, 4 
  shell sharks
  These sahuagin remain 
  here until encountered.
  30
  1 sahuagin champion
  The champion goes to 
  29 if alerted by sounds of 
  combat there.
  34
  1 sahuagin priestess, 4 
  shell sharks
  These creatures remain 
  here until encountered.
  37
  Maw of Sekolah, 3 
  sahuagin priestesses
  These creatures remain 
  here until encountered.
  39
  10 shell sharks
  These creatures remain 
  here until encountered.
  42
  Kepmak (sahuagin 
  baron), Thadrah 
  (sahuagin high priestess), 
  2 sahuagin champions, 1 
  sahuagin, 2 shell sharks
  These creatures remain 
  here until encountered.
  45
  Seklaz (sahuagin baron), 
  1 sahuagin,
  1 sahuagin wave shaper
  If combat occurs, the 
  sahuagin tries to escape. If 
  it does so, it returns with 
  5 sahuagin and 1 coral 
  smasher in 5 rounds.
  20. Large Hall
  • Boxed Text. Large open area with four stone pillars.
  
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  21. Blademaster's Quarters
  • Boxed Text. Dark green tiles on the walls and white 
  on the ceiling. Center of the room has a table. Closed 
  coffer in the southwest corner. Seaweed bed in 
  northwest corner.
  • Coffer. Locked, but can be opened with a DC 14 
  Dexterity check using thieves' tools or the key from 
  Makaht (Area 53). Contains six leather harnesses with 
  gold buckles (10 gp each), a leather bag containing two 
  cut rubies (100 gp each), and a small silver mirror (25 
  gp).
  22. Champion's Quarters
  • Boxed Text. Dark green tiles on the floors and light 
  green on the ceiling. Seaweed bed in the northeast 
  corner. Small table in the center of the room. Closed 
  coffer along the east wall.
  • Coffer. Locked, but can be opened with a DC 14 
  Dexterity check using thieves' tools or the key from a 
  champion in Area 42. Contains six leather harnesses 
  with silver buckles (5 gp each), a small gold locket on 
  a fine chain (50 gp); if the locket is opened, it is seen to 
  contain a miniature portrait of a human girl and a lock 
  of blonde hair, which floats away into the surrounding 
  water, and a leather bag containing 25 gp.
  23. Champion's Quarters
  • Boxed Text. Deep blue tiles on walls and floors and 
  light blue ceiling. Table in center of the room. Closed 
  coffer along south wall, seaweed bed in southwest 
  corner. Four sahuagin are vocalizing merriment.
  • Sahuagin. Two sahuagin champions and two 
  sahuagin priestesses. They make Perception checks 
  with disadvantage.
  • Coffer. Locked, but can be opened with a DC 14 
  Dexterity check using thieves' tools or the key from 
  a champion in this room. Contains a small leather 
  pouch that holds a fine set of thieves’ tools with ivory 
  handles (200 gp), 340 sp scattered loosely inside the 
  container, and a silver goblet (50 gp) with the insignia 
  of Prince Monmurg—a spire rising against a blue 
  ocean sky—pressed into the bottom (see the “Insignia 
  of Prince Monmurg” sidebar); stylized lightning bolts 
  are engraved on the sides, and the words “Jupiter,” 
  “Maximus,” and “Optimus” are written underneath the 
  bolts.
  24. Living Quarters
  • Boxed Text. Indigo floor tiles, dark blue walls, light 
  blue ceiling. Four stone pillars. Seaweed beds around 
  all of the walls and closed coffers around the room. 
  Three long tables in the center. Dozens of sahuagin 
  are lounging here.
  • Sahuagin. Twenty-five sahuagin, five sahuagin coral 
  smashers, and three sahuagin champions. 
  • Treasure. The unlocked coffers contain a total of 500 
  gp, twenty large pearls (10 gp each), forty harnesses 
  with silver buckles (10 gp each).
  25. Hatchery
  • Boxed Text. Long hall with clusters of fish eggs 
  floating against the walls.
  • Eggs. Three sahuagin hatchling swarms emerge and 
  attack any characters within 3 feet of the eggs. 
  26. Hatchery
  • Boxed Text. Long hall with clusters of fish eggs 
  floating against the walls. Two sahuagin priestesses 
  are performing a ritual over the eggs.
  • Sahuagin. Two sahuagin priestesses awaken two 
  sahuagin hatchling swarms. 
  27. Barracks
  • Boxed Text. Large room with seaweed bed along 
  south wall. Several coffers with closed lids around 
  other walls. A large sahuagin is addressing over 
  twenty guards.
  • Sahuagin. A sahuagin champion, twelve sahuagin, 
  and twelve sahuagin coral smashers are here. A 
  sahuagin wave shaper from Area 28 joins the battle 
  on the third round of combat.
  • Treasure. Unlocked coffers contain a total of 300 gp 
  and twenty leather harnesses with silver buckles (10 
  gp each).
  28. Wave Shaper's Quarters
  • Boxed Text. Colorful mosaics of a sahuagin drowning 
  a ship with a whirlpool. Table in the center of the 
  room. Seaweed beds in the northeast and southeast 
  corners. Two closed coffers against north wall. A 
  sahuagin at the table looks up startled and begins to 
  form a whirlpool.
  • Sahuagin. A single sahuagin wave shaper is here.
  • Treasure. There are 276 gp stacked on the table and 
  on adjacent unoccupied benches. The coffers contain 
  another 400 gp in loose piles (200 gp each). The wave 
  shaper wears a silver bracelet set with turquoise beads 
  (100 gp).
  29. Barracks
  • Boxed Text. Seaweed bed covers the south wall 
  and closed coffers along other walls. A commanding 
  sahuagin speaks to a group of sahuagin and sharks.
  • Sahuagin. A sahuagin champion, ten sahuagin, 
  six sahuagin coral smashers, four sahuagin deep 
  divers, and four shell sharks are here. A sahuagin 
  champion from Area 30 joins the battle on the third 
  round of combat.
  • Treasure. The unlocked coffers contain a total of 300 
  gp and twenty leather harnesses with silver buckles 
  (10 gp each). Each of the battling lobsters is adorned 
  with a silver and pearl band (25 gp).
  30. Champion's Quarters
  • Boxed Text. Spartan room with a table in the center. 
  Seaweed beds on the northeast and southeast corners. 
  Two closed coffers against the north wall. The light 
  reveals a sleeping sahuagin in the northeast bed.
  • Sahuagin. A single sahuagin champion is here.
  • Treasure. The coffers, which are unlocked, contain a 
  total of 12 gp.
  31. Priestess's Quarters
  • Boxed Text. Medium gray floors and walls with 
  a white ceiling. Table in the center of the room 
  with silver bowl and cup on it. Seaweed bed in the 
  southeast corner and closed coffer in the southwest.
  • Treasure. The unlocked coffers contain 70 gp and an 
  ivory-handled dagger in a plain scabbard (20 gp). The 
  silver bowl and cup are worth 5 gp each.
  
  1111
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  32. Priestess’s Quarters
  • Boxed Text. Medium gray floors and walls with a 
  white ceiling. Table in the center of the room with 
  a 4-inch-long shark tooth on it. Seaweed bed in the 
  southeast corner and closed coffer in the southwest.
  • Treasure. The unlocked coffers contain 40 gp and a 
  silver hand mirror (15 gp).
  33. Priestess’s Quarters
  • Boxed Text. Gray floors and walls with a white ceiling. 
  Table in the center of the room. Seaweed bed in the 
  southeast corner and closed coffer in the southwest. A 
  one-foot-tall statuette of a shark stands on the bed.
  • Treasure. On the bed is a Sekolahian worshiping 
  statuette. The unlocked coffer contains 40 gp and a 
  silver hand mirror (15 gp).
  34. Priestess's Quarters
  • Boxed Text. Medium gray floors and walls with 
  a white ceiling. Table in the center of the room 
  with silver bowl and cup on it. Seaweed bed in the 
  southeast corner and closed coffer in the southwest. 
  Ceremonial dagger by the bed. A sahuagin and several 
  armored sharks occupy the room.
  • Sahuagin. A sahuagin priestess and four shell 
  sharks are here. 
  • Treasure. The unlocked coffer contains 113 gp and 
  six humanoid skulls with uncut chunks of turquoise 
  forced into the eye sockets. These twelve pieces of 
  turquoise are worth 10 gp each.
  35. Prayer Room
  • Boxed Text. Dark green tiled walls and ceiling. Mosaic 
  on north wall depicts a two-headed shark. Altar on 
  the west wall is made of a massive shark jaw on a 
  stone base. The base is surrounded by skulls and sea 
  creatures.
  • Hidden Compartment. A successful DC 14 Wisdom 
  (Perception) check reveals a hidden compartment 
  on the shark jaw, which contains twelve portions of 
  rapture weed.
  36. High Priestess's Quarters
  • Boxed Text. Gray floors and walls with a white ceiling. 
  Table in the center of the room with gold-colored 
  engravings. Seaweed bed in the southeast corner.
  • Unlocked Coffer Treasure. Characters who search 
  under the seaweed bed find an unlocked coffer, which 
  contains a leather harness with platinum buckles (50 
  gp), a canvas bag filled with 50 pp, a gold bracelet set 
  with pearls (200 gp).
  • Trapped Table. DC 14 Wisdom (Perception) check 
  reveals a secret locked compartment under the 
  table.  DC 14 Dexterity check using thieves' tools to 
  unlock. Trap can be found with a DC 14 Intelligence 
  (Investigation) check. Disarming the trap requires a 
  DC 15 Dexterity check. Trap triggers a short blade that 
  forces a creature next to it to make a DC 14 Dexterity 
  saving throw or take 9 (2d8) piercing damage.
  • Table Compartment Treasure. Four portions of 
  rapture weed and three potions of healing. 
  37. Temple
  • Boxed Text. Gray floors and walls with a white ceiling. 
  Pillars run the length of the large room. Northern wall 
  of the chamber has an alter on a base covered in shark 
  eyes. The room has dim blue light. 
  • Boxed Text Observing the Ritual. Three sahuagins 
  dressed in ceremonial robes chant near the alter with 
  glowing symbols on the walls. Blood rises upward 
  from the sahuagin as two large squirming sacks flank 
  the alter. A massive two-headed shark with fine jewelry 
  circles above. 
  • Sahuagin. Three sahuagin priestesses and one 
  Maw of Sekolah. Priestesses have disadvantage on 
  perception checks and the Maw does not attack unless 
  the ritual is interrupted. 
  • Tactics. Priestesses stop chanting only if attacked. If 
  any stop chanting, the Maw eats two of the priestesses. 
  The remaining priestess and the Maw then attack the 
  party.
  • Dark Words in the Deep. Non-sahuagin humanoid 
  creatures who can hear the chanting of the priestesses 
  must make a DC 14 Wisdom saving throw. On a failed 
  save, a creature is frightened for 1d4 rounds.
  • Treasure. The two pearl-and-gold bands on the 
  Maw of Sekolah are worth 125 gp each. One of the 
  priestesses carries the key to the coffer in Area 38.
  38. Vestry
  • Boxed Text. Austere room with gray floor and walls 
  and white ceiling. Closed large coffer stands against 
  the east wall.
  • Trapped Coffer. The locked coffer can be opened with 
  a DC 17 Dexterity check using thieves' tools or the key 
  in Area 37. DC 14 Intelligence (Investigation) check 
  reveals a trap. DC 15 Dexterity check to disarm the 
  trap. Trap triggers a short blade that forces a creature 
  next to it to make a DC 14 Dexterity saving throw or 
  take 9 (2d8) piercing damage.
  • Treasure. Coffer contains six silver masks, all in 
  the shape of a shark’s head (50 gp each), four golden 
  gongs, each with a gold striker (75 gp for each set), and 
  four gold necklaces set with coral beads (175 gp each).
  39. Occupied Shark Pen
  • Boxed Text. Light green tiled walls. Seaweed and 
  mollusks fill the chamber and several large armored 
  sharks swim about.
  • Sharks. Ten shell sharks are here. 
  40. Nearly Empty Shark Pen
  • Boxed Text. Light green tiled walls in this unfinished 
  room. Seaweed and mollusks fill the chamber and a 
  lone lobster crawls around.
  • Shern: Lobster, Telepath, Friend. Looks like an 
  ordinary lobster. Can communicate telepathically the 
  following info:
  • A terrible monster lives in the temple.
  • Two four-armed sahuagin rule this fortress.
  • The bulk of the sahuagin forces are on the fortress’s 
  lowest level.
  • If the party frees Shern by returning it to the ocean, 
  it can lead the characters to a sunken treasure (of 
  your design) a few miles south of the fortress.
  • Layout of the two lowest levels.
  
  1212  |   
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  41. Banquet Hall
  • Boxed Text. Great hall with pillars and black floor, 
  pink walls, and white ceiling. Archway opens into a 
  passage on the north wall. A semicircular niche is 
  hollowed into the south wall forming a shelf where a 
  large disfigured lizardfolk head sits.
  • Noise. Characters can someone talking in 42. Throne 
  Room. If characters make a lot of noise, the occupants 
  of Area 42 hear them.
  42. Throne Room
  • Boxed Text. Indigo floor, dark blue walls, and pale 
  blue ceiling. Ornate throne sits on the north side on a 
  pale blue dais. 
  • Boxed Text if Baron is There. A large sahuagin with 
  four arms sits on the throne holding a large trident. A 
  female sahuagin stands to his right with a long staff 
  tipped with shark jaws and teeth. Three sahuagin float 
  facing the throne, two are rigid and one is pleading 
  before the throne.
  • Sahuagin. Baron Kepmak (sahuagin baron), Thadrah 
  (sahuagin high priestess), one sahuagin, two 
  sahuagin champions, two shell sharks. 
  • If the characters watch for 10 minutes, the two 
  sahuagin champions and the sahuagin leave. 
  • Development. Combat draws a patrol in 1d6+1 
  rounds. 
  • Treasure. The baron wears a platinum armband (200 
  gp). He also carries the key to the coffer in area 52. A 
  gold drop earring worth 30 gp is on the floor between 
  the throne and the north wall and belongs to the 
  baroness in Area 45.
  43. Royal Servant's Chambers
  • Boxed Text. Blue tiled room with a seaweed bed in the 
  southeast corner. An open coffer sits along the west 
  wall. An archway leads east to a decorated room.
  • Noise. Characters can hear an argument in Area 45
  • Treasure. The coffer contains a sack holding 50 ep.
  44. Living Quarters of the Baroness
  • Boxed Text. Pale green tiles on floor and ceiling, with 
  pink walls. Table stands in the middle of the room with 
  a statuette of a squid fighting a shark.
  • Noise. Characters can hear an argument in Area 45
  • Treasure. The statuette (500 gp) is made of elektrum.
  45. Sleeping Quarters of the Baroness
  • Boxed Text on Approach. Characters hear the sound 
  of a female sahuagin berating another one that pleads 
  for mercy.
  • Boxed Text Inside. Light blue tiles with frescoes on 
  the ceiling of marine life. Large seaweed bed in the 
  southwest corner. A large mirror hangs on the north 
  wall with an open coffer below it, the key in the lock. 
  A large four-armed female sahuagin with a single 
  gold earring looms over a cowering sahuagin. A third 
  sahuagin in robes waits nearby.
  • Sahuagin. Baroness Seklaz (sahuagin baron), one 
  sahuagin, and one sahuagin wave shaper. The 
  sahuagin flees if combat erupts.
  • Treasure. The baroness wears a platinum armband 
  (500 gp). The coffer contains, a leather harness with 
  platinum buckles (50 gp), a gold ring set with coral 
  (50 gp), a canvas bag containing 125 pp, and a pearl-
  handled dagger (20 gp).
  46. Baron's Living Quarters
  • Boxed Text. Coral pink tiles. Walls show sahuagin 
  fighting whales, squid, and a great tentacled beast. A 
  large table sits in the middle of the room with a silver 
  object on it.
  • Medallion. The silver object is a medallion (30 gp), 
  which is the key to the coffer in Area 47.
  47. Baron's Sleeping Quarters
  • Boxed Text. Deep green tiles. Walls have frescoes of 
  marine life. Seaweed bed in the northwest corner and 
  a spear propped against the southwest corner. A large 
  mirror hangs on the east wall with a closed coffer 
  below it.
  • Secret Door. DC 14 Wisdom (Perception) check 
  notices a secret door in the room.
  • Baron's Coffer. Slot under the coffer looks like its the 
  keyhole, but cannot be picked and is trapped. DC 16 
  Intelligence (Investigation) to notice the trap. DC 16 
  Dexterity check using thieves' tools to disarm the trap. 
  Trap causes a blade to swing out forcing characters 
  within 5 feet to make a DC 16 Dexterity saving throw, 
  taking 18 (4d8) slashing damage on a failed save or 
  half on a success. Medallion in Area 46 is the key.
  • Treasure. The coffer contains a leather harness 
  adorned with small rubies and platinum buckles 
  (75 gp), a canvas bag with 20 pp, an ornately carved 
  stone box containing six portions of rapture weed, a 
  silver frame (25 gp) holding a portrait of the baroness 
  painted in oil, and a statuette of a shark made from 
  gold (200 gp).
  
  1313
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  Fortress Level 3
  • Water. This level is submerged in cold (but not frigid) 
  seawater. 
  Sahuagin Roster, Level 3
  Area
  Occupants at Start
  Notes
  48
  1 sahuagin champion, 4 
  sahuagin coral smashers, 
  2 sahuagin deep divers
  The wave shaper escapes 
  to level 2 if possible. If it 
  does so, it returns with a 
  patrol in 3d6 + 6 rounds.
  50
  3 sahuagin champions, 1 
  locathah (captive)
  These sahuagin go to 52 
  if alerted by sounds of 
  combat there.
  50b
  Sea lion
  The sea lion attacks if 
  released, unless Kysh the 
  triton is present.
  50d
  Kysh
  Kysh offers to join the 
  party if he is released.
  51
  5 shell sharks
  These creatures remain 
  here until encountered.
  52
  —
  If the stone slab is 
  shattered, the sound 
  brings the sahuagin from 
  50 plus 12 sahuagin and 2 
  coral smashers from 60, 
  arriving 5 minutes later.
  53
  Makaht (sahuagin 
  blademaster), 49 
  sahuagin,
  These sahuagin remain 
  here until encountered.
  54
  20 sahuagin
  These sahuagin remain 
  here until encountered.
  55
  2 sahuagin champions
  These sahuagin go to 54 
  if alerted by sounds of 
  combat there.
  56
  2 sahuagin wave shapers, 
  6 sahuagin, 2 shell sharks
  These creatures remain 
  here until encountered.
  57
  1 sahuagin wave shaper
  The wave shaper goes to 
  56 if alerted by sounds of 
  combat there.
  58
  2 sahuagin champions, 6 
  sahuagin
  These sahuagin go to 54 
  if alerted by sounds there, 
  arriving in 3 rounds.
  59
  1 sahuagin champion, 1 
  sahuagin
  These sahuagin remain 
  here until encountered.
  60
  45 sahuagin, 10 sahuagin 
  coral smashers, 7 
  sahuagin champions, 4 
  sahuagin deep divers, 2 
  sahuagin wave shapers, 6 
  shell sharks*
  Twelve sahuagin and 2 
  coral smashers go to 52 
  if the stone slab there is 
  shattered. Otherwise these 
  creatures remain here until 
  encountered.
  48. Barracks
  • Boxed Text. Stairs descend into a barracks where an 
  archway leads out to the right. Many closed coffers 
  sit against the north and west walls. A large group of 
  sahuagin warriors are present plus one that floats at 
  the bottom of the stairs in green robes.
  • Sahuagin. A sahuagin champion, four sahuagin 
  coral smashers, a sahuagin wave shaper, and two 
  sahuagin deep divers are here. If combat starts, the 
  wave shaper runs up the stairs to find help and returns 
  with a patrol 3d6+6 rounds later.
  • Treasure. Search of the covers yields 390 ep, three 
  dozen leather harnesses with simple copper buckles (1 
  gp each), and an anemone stuck in a glass bottle.
  49. Champion's Armory
  • Boxed Text. Stone racks hold spears, tridents, and 
  warhammers.
  • Treasure. Armory contains, six ornately carved 
  spears, six tridents, each with a pearl (10 gp) set into 
  the grip end, eight warhammers with a shark motif 
  carved into the head.
  50. Torture Chamber and Dungeon
  • Noise. Characters hear commotion from the arena  
  (Area 53) and screams from the torture chamber just 
  south of Area 50.
  • Boxed Text. Five doors secured with metal bars are 
  spaced along the north wall. Chains, manacles, and 
  keys rest by the east wall. Torture devices sit by the 
  west wall. Three sahuagin are torturing a fish-like 
  humanoid on a rack, who shrieks as they turn the 
  wheel. 
  • Sahuagin. Three sahuagin champions are here 
  torturing a locathah named Borgas. Borgas may join 
  the party but only knows Areas 58 and 60.
  50a. Empty Cell
  • Boxed Text. Unfinished stone cell with a platform bed.
  50b. Sea Lion Cell
  • Boxed Text. An angry sea lion roars and thrashes 
  inside the small cell.
  • Sea Lion. The sea lion in the cell belongs to Kysh, the 
  triton, in Area 50d. It attacks if he is not present.
  50c. Decay-Filled Cell
  • Boxed Text. A rotting corpse of a large sea serpent 
  fouls this small cell. A stone slab is partially broken on 
  the north wall.
  • Dead Eel. Borgas's dead eel is here. DC 13 Strength 
  (Athletics check to open the cell.
  • Corridor. Characters who enter the cell notice a small 
  opening in the north wall to Area 61.
  50d. Triton Cell
  • Boxed Text. A humanoid is present in the small cell.
  • Triton. Kysh a triton is here. He joins the party but 
  knows nothing of the fortress.
  50e. Empty Cell
  • Boxed Text. Unfinished stone cell with a platform bed.
  
  1414  |   
   |   
  51. Large Armory and Stores
  • Boxed Text. Large neglected storage area. Coils of 
  rope and piles of hide lay along the south wall. The 
  north wall holds racks with warhammers and daggers. 
  Three open coffers sit below the racks. The east wall 
  holds spears. Several hungry sharks are present.
  • Enemies. Five shell sharks are here. 
  • Treasure. Twenty-three lengths of rope, fifty hides 
  of various sizes (2 gp each), two hundred nails, fifty 
  hooks and buckles, forty-eight warhammers, seventy 
  daggers, eighty-four spears, and seventy tridents.
  • Secret Door. DC 14 Wisdom (Perception) check to 
  notice the secret door to Area 52.
  52. Treasure Chamber
  • Boxed Text. Closed coffer with canvas sacks propped 
  against it, fifty feet beyond the entrance.
  • Glyph of Warding. The chamber entrance is trapped 
  with a glyph of warding spell. DC 15 Intelligence 
  (Investigation) to notice. When triggered, each 
  creature within 20 feet of the entrance must make 
  a DC 15 Dexterity saving throw, taking 22 (5d8) 
  cold damage on a failed save, or half as much on a 
  successful one.
  • Coffer. Coffer is locked. DC 14 Dexterity check with 
  thieves' tools to open or the key on Baron Kepmak 
  in Area 42. Trap can be discovered with a DC 14 
  Intelligence (Investigation) check and disarmed with a 
  DC 15 Dexterity check using thieves' tools. 
  • Trap. The trap causes a stone slab to fall and block the 
  secret door into the room. Characters near the door 
  must make a DC 14 Dexterity saving throw or take 18 
  (4d8) bludgeoning damage.
  • Trapped Inside. It takes a few minutes to clear 
  the rubble or a DC 18 Strength check to clear it 
  immediately. The sound draws three sahuagin 
  champions from Area 50, twelve sahuagin from Area 
  60, and two sahuagin coral smashers from Area 60, 
  who all arrive in 5 minutes.
  • Treasure. The four canvas sacks hold 500 ep each. 
  The coffer contains, two platinum and pearl coronets 
  of sea elf design (700 gp each), a fine pearl necklace 
  (500 gp), two gold wristbands inlaid with diamonds 
  (250 gp each), a silver ring bearing the signet of the 
  Prince of Monmurg, a spire rising against a blue ocean 
  sky, and 200 pp scattered loosely.
  53. Arena
  • Central Arena. Walls are 30 feet high and gates to the 
  south are barred when combatants are fighting. Two 
  sahuagin are dueling here using natural weapons.
  • Gallery. Three tiers, with 10 feet between levels, and 
  upper tier is 50 feet above the floor. The gallery has 
  stone benches.
  • Sahuagin. Forty-nine sahuagin, five sahuagin 
  champions, and Blademaster Makaht (sahuagin 
  blademaster) are here. 
  • Observing the Action. Watching from the arena, 
  characters will be spotted. Five champions attack and 
  1d6+4 block the exits, while others watch. Watching 
  from the gallery can be done with a DC 10 Dexterity 
  (Stealth) check. If spotted, 2d6+2 sahuagin and 1d3 
  champions attack.
  54. Barracks
  • Boxed Text. Pillared room has seaweed beds to the 
  north and closed coffers to the east and west. A large 
  number of sahuagin rest here.
  • Sahuagin. Twenty sahuagin are here.
  • Treasure. Sahuagin carry 12 sp each.
  • Development. Combat draws the attention of guards 
  at Area 58, bringing two sahuagin champions, 
  and six sahuagin in three rounds. Two sahuagin 
  champions from Area 55 arrive in one round.
  55. Champion's Quarters
  • Boxed Text. Austere area has a seaweed bed along the 
  south wall, a table in the center, and four closed coffers 
  along the west wall. Two sahuagin sit at the table.
  • Sahuagin. Two sahuagin champions are here.
  • Treasure. The unlocked coffers each contain two 
  harnesses with silver buckles (10 gp each) and a 
  canvas bag holding 40 ep. One coffer contains a set of 
  game pieces carved from coral (10 gp).
  56. Chamber of the Wave Shapers
  • Boxed Text. Pillared room with seaweed bed on the 
  north end. Closed coffers sit against east and west 
  walls. Several sahuagin and two sharks are present.
  • Sahuagin. Two sahuagin wave shapers, six 
  sahuagin, and two shell sharks are here.
  • Development. Combat draws sahuagin wave shaper 
  from Area 57 immediately.
  • Treasure. Sahuagin carry 12 sp each.
  57. Wave Shaper's Quarters
  • Boxed Text. Austere room with seaweed bed along 
  the south wall. Table in the center of the room with a 
  salt pillar on it. Two closed pillars are against the west 
  wall. One sahuagin fiddles with the salt on the table.
  • Sahuagin. One sahuagin wave shaper is here.
  • Treasure. One coffer is empty; the other contains 
  a small coral carving of a shark (20 gp) and 75 gp, 
  scattered across the bottom.
  58. Guard Post
  • Boxed Text. Spartan room with a bronze gate on the 
  south end of the east wall. A pulley mechanism is on 
  the north wall next to it. A rope hangs from a hole in 
  the ceiling. Several armed sahuagin are present.
  • Sahuagin. Two sahuagin champions and six 
  sahuagin are here.
  • Gate. The gate (AC 18, 50 hit points, damage threshold 
  14) can be forced open by a character who makes a 
  successful DC 18 Strength (Athletics) check.
  • Net Trap. 10x20 foot net that can be released to catch 
  characters in the corridor between Area 58 and 60. 
  DC 16 Dexterity saving throw or restrained. DC 14 
  Strength check to escape or 30 slashing damage to 
  destroy net.
  
  1515
     |
     |
  59. Abandoned Guard Post
  • Boxed Text. Spartan room with a bronze gate on the 
  south end of the west wall. A pulley mechanism is on 
  the north wall next to it. A rope hangs from a hole in 
  the ceiling. Two sahuagin are present.
  • Sahuagin. One sahuagin champions and one 
  sahuagin are here.
  • Gate. The gate (AC 18, 50 hit points, damage threshold 
  14) can be forced open by a character who makes a 
  successful DC 18 Strength (Athletics) check.
  • Net Trap. 10x20 foot net that can be released to catch 
  characters in the corridor between Area 59 and 60. 
  DC 16 Dexterity saving throw or restrained. DC 14 
  Strength check to escape or 30 slashing damage to 
  destroy net.
  60. Temporary Barracks
  • Boxed Text. Vast two-tiered room with pillars that 
  support a high roof. Stairs descend south between the 
  tiers. Canvas sacks lie against the north wall. A natural 
  cave exit heads south out of the lair past a metal gate. 
  An enormous force of sahuagin are present.
  • Sahuagin. Forty-five sahuagin, ten sahuagin coral 
  smashers, seven sahuagin champions, four sahuagin 
  deep divers, two sahuagin wave shapers, and six 
  shell sharks are here.
  • Gate. The gate (AC 18, 100 hit points, damage 
  threshold 14) can be forced open by a character who 
  makes a successful DC 20 Strength (Athletics) check.
  • Treasure. Each sahuagin has a leather pouch 
  containing 12 sp. Ten canvas sacks contain the 
  personal possessions of the champions: a total of 860 
  ep, twelve uncut gems of various sorts (10 gp each).
  61. Old Guard Room
  • Boxed Text. Small chamber with a natural passage 
  that leads out of the lair.
  The Assault
  • Characters need to open the gate in Area 1 and kill as 
  many sahuagin as possible in 30 turns before the rest 
  of the army arrives.
  • Humans will attack at level 1 and aquatic allies attack 
  through level 3 in a pincer attack.
  • Resources. Each party member is given 1 potion of 
  invisibility and 1 potion of gaseous form.
  Assault Victory Points
  Defender
  Point Value
  Sahuagin
  1
  Sahuagin Champion
  3
  Sahuagin Coral Smasher
  5
  Blademaster Makaht
  10
  Opening the gate at Area 1
  15
  Baron Kepmak
  25
  Raising no alert
  25
  The Defense
  On the return there are reinforcements at all of the 
  rooms as shown below with special encounters in Areas 
  1, 5, and 19. 
  • On Alert. The last sahuagin in each room tries to raise 
  the alert. If a sahuagin reaches Area 10 or Area 19, 
  the alert is raised. Alert is also raised if loud spells 
  are used. Every 2d4 rounds after combat begins in an 
  area, 3d6 sahuagin and 1 sahuagin champion while 
  alert is raised.
  Sahuagin Defenders
  Area
  Defenders
  1 - 4
  2d6 sahuagin
  5 - 11
  3d6 sahuagin and 1 sahuagin champion
  12 - 18
  3d6 sahuagin, 2 sahuagin champions, and 1 
  sahuagin coral smasher
  1. North Entrance and Guard Post
  • DC 20 Charisma (Deception) check to bluff the way in. 
  Disadvantage if this was used before.
  • Sahuagin. Ten sahuagin, two sahuagin champions, 
  and two sahuagin coral smashers hold ranks here.
  • Any conflict here that lasts for more than 5 rounds 
  puts the entire fortress on alert.
  5. Unfinished Barracks
  • Thirty sahuagin, three sahuagin champions, five 
  sahuagin coral smashers, and Blademaster Makaht 
  (sahuagin blademaster). 
  • Treasure. Amid mundane supplies rests a box made 
  from tightly grown pink coral. Inside is a necklace of 
  adaptation and 4 potions of healing.
  • If the party engages the sahuagin in combat here, it 
  instantly raises the alert.
  19. Hall 
  • Six sahuagin champions and four sahuagin coral 
  smashers.
  • Draws the attention of Baron's counterattack 
  regardless of current victory points.
  The Baron's Counterattack
  • Baron Kepmak (sahuagin baron) leads eight 
  sahuagin champions into battle once the party 
  reaches 75 victory points.
  • The baron roars as he launches into battle, attacking 
  the largest character and cursing them in Sahuagin 
  (calling them ichor-less tide pool dwellers and the like).
  Concluding the Assault
  • After 30 rounds.
  • If the party retreats, Saltmarsh's forces take over.
  • If the party is defeated, Saltmarsh's forces arrive in the 
  nick of time and pull characters to safety.
  
  1616  |  MAGIC ITEMS
   |  MAGIC ITEMS
  Magic Items
  Cloak of the Manta Ray
  Wondrous item, common
  While wearing this cloak with its hood up, you can 
  breathe underwater, and you have a swimming speed of 
  60 feet. Pulling the hood up or down requires an action.
  Mithral Armor (Plate)
  Armor (heavy), uncommon
  Mithral is a light, flexible metal. If the armor normally 
  imposes disadvantage on Dexterity (Stealth) checks or 
  has a Strength requirement, the mithral version of the 
  armor doesn't.
  Plate consists of shaped, interlocking metal plates to 
  cover the entire body. A suit of plate includes gauntlets, 
  heavy leather boots, a visored helmet, and thick layers 
  of padding underneath the armor. Buckles and straps 
  distribute the weight over the body.
  Necklace of Adaptation
  Wondrous item, uncommon (requires attunement)
  While wearing this necklace, you can breathe normally 
  in any environment, and you have advantage on saving 
  throws made against harmful gases and vapors (such as 
  cloudkill and stinking cloud effects, inhaled poisons, and 
  the breath weapons of some dragons).
  Potion of Gaseous Form 
  Potion, rare
  When you drink this potion, you gain the effect of 
  the gaseous form spell for 1 hour (no concentration 
  required) or until you end the effect as a bonus action. 
  This potion's container seems to hold fog that moves and 
  pours like water.
  Potion of Healing
  Potion, uncommon
  A character who drinks the magical red fluid in this vial 
  regains 2d4 + 2 hit points. Drinking or administering a 
  potion takes an action.
  Potion of Invisibility
  Potion, very rare
  This potion's container looks empty but feels as though it 
  holds liquid. When you drink it, you become invisible for 
  1 hour. Anything you wear or carry is invisible with you. 
  The effect ends early if you attack or cast a spell.
  Potion of Water Breathing
  Potion, uncommon
  You can breathe underwater for 1 hour after drinking 
  this potion. Its cloudy green fluid smells of the sea and 
  has a jellyfish-like bubble floating in it.
  Sekolahian Worshiping Statuette  
  Wondrous item, common
  Skillfully carved from sandstone, this 1-foot-tall statuette 
  depicts a shark twisting through the water with its 
  mouth open. If any Tiny sea-dwelling animal is within 
  1 inch of the statuette’s mouth, the shark flashes to life 
  and deals 1 piercing damage to it. The shark can deal 
  damage in this way no more than once per hour.
  Mundane Items
  Rapture Weed  
  These rare plants grow along isolated stony shelves 
  in underwater trenches. A creature that consumes 
  the fronds of rapture weed becomes poisoned for 6 
  hours, during which time it experiences occasional 
  hallucinations and a feeling of euphoria. Sahuagin 
  priests often use rapture weed in their worship (as does 
  the priestess in area 36) .
  Any creature that consumes rapture weed has a 1 
  percent chance of instead becoming incapacitated for 
  the duration of the plant’s effect. During this time it 
  experiences terrifying visions of an enormous shark 
  devouring great amounts of prey.
  When the effect wears off or is negated, the creature 
  must succeed on a DC 15 Wisdom saving throw or 
  be afflicted with a form of long-term madness (see 
  “Madness” in chapter 8 of the Dungeon Master’s Guide).
  
  1717
   MONSTERS  |
   MONSTERS  |
  Monsters
  Sahuagin
  Sahuagin
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 1/2 (100 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn't have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but it needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of it, using a limited telepathy.
  Actions
  Multiattack. The sahuagin makes two melee attacks: one with its 
  bite and one with its claws or spear.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Sahuagin Coral Smasher
  Sahuagin Coral Smasher
  Medium humanoid (sahuagin), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 1 (200 XP)
  Blood Frenzy. The coral smasher has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The coral smasher can breathe air and 
  water, but it needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Shark Telepathy. The coral smasher can magically command any 
  shark within 120 feet of it, using a limited telepathy.
  Siege Monster. The coral smasher deals double damage to 
  objects and structures.
  Actions
  Multiattack. The coral smasher makes two attacks with its 
  warhammer, or one attack with its bite and one with its claws.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d4 + 3) slashing damage.
  Sahuagin Hatchling Swarm
  Sahuagin Hatchling Swarm
  Large swarm of Tiny beasts, chaotic evil
  Armor Class 14
  Hit Points 52 (8d10 + 8)
  Speed 0 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  18 (+4) 
  12 (+1) 
  3 (-4) 
  10 (+0) 
  3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities Charmed, Frightened, Grappled, Paralyzed, 
  Petrified, Prone, Restrained, Stunned
  Senses darkvision 120 ft., passive Perception 10
  Languages --
  Challenge 3 (700 XP)
  Blood Frenzy. The swarm has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Seething. Once it enters combat, the swarm deals 10 slashing 
  damage to itself at the end of its turn if it did not make an attack 
  on that turn. This damage ignores resistance, and it cannot 
  reduce the swarm to 0 hit points.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and it can move through any opening large enough 
  for a Tiny creature. The swarm can’t regain hit points or gain 
  temporary hit points.
  Water Breathing. The swarm can breathe only underwater.
  Actions
  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 if the swarm has half of its hit points or fewer.
  
  1818  |  MONSTERS
   |  MONSTERS
  Sahuagin Deep Diver
  Sahuagin Deep Diver
  Medium humanoid (sahuagin), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  9 (-1)
  Skills Con +4, Wis +3
  Skills Perception +5, Stealth +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 4 (1,100 XP)
  Blood Frenzy. The deep diver has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Brine Lurker. The deep diver has advantage on Dexterity (Stealth) 
  checks made while submerged in water.
  Limited Amphibiousness. The deep diver can breathe air and 
  water, but it needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Lure. The deep diver can cause its lure to light up or darken at 
  will. While the lure is lit, the deep diver sheds bright light in a 
  30-foot radius centered on itself and dim light for an additional 
  20 feet.
  Shark Telepathy. The deep diver can magically command any 
  shark within 120 feet of it, using a limited telepathy.
  Actions
  Multiattack. The deep diver makes two attacks with its glaive, or 
  one attack with its bite and two with its claws.
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 13 (2d10 + 2) slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 
  (1d10 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) slashing damage.
  Light of Sekolah. The deep diver pulses magical light from its 
  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 
  charmed until the end of its next turn. A creature charmed in this 
  way is incapacitated as it stares at the light.
  Sahuagin Wave Shaper
  Sahuagin Wave Shaper
  Medium humanoid (sahuagin), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 60 (11d8 + 11)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  12 (+1)
  Skills Int +6
  Skills Arcana +6, Intimidation +4, Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 5 (1,800 XP)
  Blood Frenzy. The wave shaper has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The wave shaper can breathe air and 
  water, but it needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Shark Telepathy. The wave shaper can magically command any 
  shark within 120 feet of it, using a limited telepathy.
  Innate Spellcasting. The wave shaper’s spellcasting ability is 
  Intelligence (spell save DC 14, +6 to hit with spell attacks). It can 
  cast the following spells, requiring only verbal components:
  At will: message
  1/day: comprehend languages
  Actions
  Multiattack. The wave shaper makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  10 (2d8 + 1) piercing damage plus 13 (3d8) cold damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage.
  Whirlpool (1/day). The wave shaper targets a body of water at 
  least 50 feet square and 25 feet deep, causing a whirlpool to form 
  in the center of the area. The whirlpool forms a vortex that is 5 
  feet wide at the base, up to 50 feet wide at the top, 25 feet tall, 
  and lasts for 1 minute or until the wave shaper is incapacitated. 
  Any creature or object in the water and within 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 (Athletics) check.
  When a creature enters the vortex for the first time on a turn 
  or starts its turn there, it must make a DC 14 Strength saving 
  throw. On a failed save, the creature takes 9 (2d8) bludgeoning 
  damage and is caught in the vortex until it ends. On a success, 
  the creature takes half damage and isn’t caught in the vortex. A 
  creature caught in the vortex can use its action to try to swim 
  away from the vortex as described above, but it has disadvantage 
  on the Strength (Athletics) check to do so.
  The first time each turn that an object enters the vortex, the 
  object takes 9 (2d8) bludgeoning damage. This damage occurs 
  each round it remains in the vortex.
  
  1919
   MONSTERS  |
   MONSTERS  |
  Sahuagin Priestess
  Sahuagin Priestess
  Medium humanoid (sahuagin), lawful evil
  Armor Class 12 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Skills Perception +6, Religion +3
  Senses darkvision 120 ft., passive Perception 16
  Languages Sahuagin
  Challenge 2 (450 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but she needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of her, using a limited telepathy.
  Spellcasting. The sahuagin is a 6th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). She has the following cleric spells prepared:
  Cantrips (at will): guidance, thaumaturgy
  1st level (4 slots): bless, detect magic, guiding bolt
  2nd level (3 slots): hold person, spiritual weapon (trident)
  3rd level (3 slots): mass healing word, tongues
  Actions
  Multiattack. The sahuagin makes two attacks: one with her bite 
  and one with her claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) slashing damage.
  Sahuagin High Priestess
  Sahuagin High Priestess
  Medium humanoid (sahuagin), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  10 (+0)
  Saving Throws Wis +6
  Skills Insight +6, Perception +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Sahuagin
  Challenge 5 (1,800 XP)
  Blood Frenzy. The high priestess has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The high priestess can breathe air and 
  water, but she needs to be submerged at least once every 4 hours 
  to avoid suffocating.
  Shark Telepathy. The high priestess can magically command any 
  shark within 120 feet of her, using a limited telepathy.
  Spellcasting. The high priestess is a 7th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). She has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, thaumaturgy
  1st level (4 slots): bless, detect magic, guiding bolt
  2nd level (3 slots): hold person, spiritual weapon (trident)
  3rd level (3 slots): bestow curse, fear, mass healing word, tongues
  4th level (1 slots): banishment
  Actions
  Multiattack. The high priestess makes two attacks with her 
  toothsome staff, or one attack with her bite and one with her 
  claws.
  Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) piercing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) slashing damage.
  
  2020  |  MONSTERS
   |  MONSTERS
  Locathah
  Locathah
  Medium humanoid (locathah), neutral
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  11 (+0)
  Saving Throws Dex +3
  Skills Athletics +3, Perception +2
  Senses passive Perception 12
  Languages Aquan, Common
  Challenge 1/2 (100 XP)
  Leviathan Will. The locathah has advantage on saving throws 
  against being charmed, frightened, paralyzed, poisoned, stunned, 
  or put to sleep.
  Limited Amphibiousness. The locathah can breathe air and water, 
  but it needs to be submerged at least once every 4 hours to avoid 
  suffocating.
  Actions
  Multiattack. The locathah makes two melee attacks with its 
  spear.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Kysh
  Kysh
  Medium humanoid (triton), lawful good
  Armor Class 13
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Persuasion +4, Survival +3
  Senses darkvision 60 ft. passive Perception 11
  Languages Common, Primordial
  Challenge 1 (200 XP)
  Amphibious. Kysh can breathe air and water.
  Emissary of the Sea. Kysh can communicate simple ideas with 
  amphibious and water-breathing beasts. They understand the 
  meaning of his words, but he cannot understand them in return.
  Innate Spellcasting. Kysh’s spellcasting ability is Charisma (spell 
  save DC 12, +4 to hit with spell attacks). He can cast the following 
  spell, requiring only verbal components:
  1/day: fog cloud
  Actions
  Multiattack. Kysh makes two melee attacks with his spear.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Maw of Sekolah
  Maw of Sekolah
  Huge monstrosity, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 0 ft., swim 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  12 (+1) 
  17 (+23 
  2 (-4) 
  14 (+2) 
  7 (-2)
  Saving Throws Str +8, Con +6
  Skills Athletics +8, Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin, Telepathy 100 ft.
  Challenge 7 (2,900 XP)
  Legendary Resistance (2/Day). If the maw of Sekolah fails a saving 
  throw, it can choose to succeed instead.
  Water Breathing. The maw of Sekolah can breathe only 
  underwater.
  Actions
  Multiattack. The maw of Sekolah makes one attack with its bite 
  and one attack with its tail smash.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  16 (2d10 + 5) piercing damage.
  Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Legendary Actions
  The maw of Sekolah can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The maw 
  regains spent legendary actions at the start of its turn.
  Detect. The maw of Sekolah makes a Wisdom (Perception) check.
  Speed of Sekolah. The maw of Sekolah moves up to its speed.
  Feed (Costs 2 Actions). The ferocious spirit of Sekolah flashes 
  through the water, tearing through the foes of the maw of 
  Sekolah. Each creature of the maw’s choosing within 60 feet 
  of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) 
  slashing damage on a failed save, or half as much damage on a 
  successful one.
  
  2121
   MONSTERS  |
   MONSTERS  |
  Sahuagin Champion
  Sahuagin Champion
  Medium humanoid (sahuagin), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages Sahuagin
  Challenge 3 (700 XP)
  Blood Frenzy. The champion has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The champion can breathe air and 
  water, but it needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Shark Telepathy. The champion can magically command any 
  shark within 120 feet of it, using a limited telepathy.
  Actions
  Multiattack. The champion makes three attacks with its spear, or 
  one attack with its bite and two with its claws.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 
  7 (1d8 + 3) piercing damage if used with two hands to make a 
  melee attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage.
  Shell Shark
  Shell Shark
  Medium monstrosity, unaligned
  Armor Class 18 (shell plate armor)
  Hit Points 32 (13d8 + 13)
  Speed 0 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  14 (+2) 
  3 (-4) 
  10 (+0) 
  7 (-2)
  Saving Throws Str +4
  Skills Athletics +6
  Senses darkvision 120 ft., passive Perception 10
  Languages --
  Challenge 2 (450 XP)
  Blood Frenzy. The shark has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Magic Resistance. The shark has advantage on saving throws 
  against spells and other magical effects.
  Water Breathing. The shark can breathe only underwater.
  Actions
  Multiattack. The shark makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  13 (2d10 + 2) piercing damage.
  Sahuagin Baron
  Sahuagin Baron
  Large humanoid (sahuagin), lawful evil
  Armor Class 16 (breastplate)
  Hit Points 76 (9d10 + 27)
  Speed 30 ft., swim 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +5, Con +4, Int +5, Wis +4
  Skills Perception +7
  Senses darkvision 120 ft., passive Perception 17
  Languages Sahuagin
  Challenge 5 (1,800 XP)
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to 
  avoid suffocating.
  Shark Telepathy. The sahuagin can magically command any shark 
  within 120 feet of him, using a limited telepathy.
  Actions
  Multiattack. The sahuagin makes three attacks: one with his bite 
  and two with his claws or trident.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (2d4 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  
  A Dan Kahn/
  Eventyr Games 
  Compendium 
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, you can reach 
  out to Dan Kahn at leprekahn7@gmail.com or J. A. 
  Valeur jvaleur@eventyrgames.com.
  More from Dan Kahn:
  Tomb of Annihilation – Complete DM's Bundle
  Rime of the Frostmaiden – Adventure Bundle
  Rime of the Frostmaiden – Revel's End Prison Break
  Out of the Abyss – 'The Fall of Cyrog'
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Ghosts of Saltmarsh/Chapter 6 - Final Enemy.pdf