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.
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.
Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy.