Sources
CR
Type
Size
Alignment
Movement

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
16
+3
DEX
12
+1
CON
12
+1
INT
12
+1
WIS
13
+1
CHA
9
-1
Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 1 (200 XP)

Traits

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.

Lore

Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal.