Sahuagin
Dungeons & Dragons · Tabletop · Medium Humanoid/Monstrous Humanoid (Aquatic)
Regular
- Tier
- 9-B, up to 9-A
- Attack Potency
- Wall Level, up to Small Building Level
- Speed
- Subsonic
- Durability
- Wall Level, up to Small Building Level
Coral Smasher
- Tier
- 9-B
- Attack Potency
- Wall Level
- Speed
- Subsonic
- Durability
- Wall Level
Hatchling Swarm
- Tier
- 9-B
- Attack Potency
- Wall Level
- Speed
- Subsonic
- Durability
- Wall Level
Priestess
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Baron
- Tier
- 9-A, up to 8-C
- Attack Potency
- Small Building Level+, up to Building Level+
- Speed
- Hypersonic+, up to Ftl+
- Durability
- Small Building Level+, up to Building Level+
Powers and abilities
- Superhuman Physical Characteristics
- Longevity (Can live over 600 years)
- Underwater Breathing (Type 1; Via Limited Amphibiousness)
- Bodily Weaponry (Use their claws and bite in combat)
- Enhanced Senses (Have night vision and incredible hearing. Their senses are especially potent underwater, with them being able to smell blood a mile away. They also have a weak electromagnetic sense and the ability to detect vibration, which alongside their other senses gives them uncanny close range detection capabilities)
- Sound Manipulation (Can produce sounds which travel for miles underwater)
- Rage Power (Via Bloody Frenzy)
- Weapon Mastery (Are skilled in using spears and crossbows. As a monstrous humanoid they are adept with using all simple weapons)
- Stealth Mastery (Shown here)
- Limited Telepathy and Animal Manipulation (Via Shark Telepathy)
- Limited Resistance to Status Effect Inducement (Are immune to disorention caused by rapid movement)
- Empathic Manipulation
- Fear Manipulation (While in their Blood Frenzy they are immune to charm and fear effects)
- Organic Manipulation (Have ink bombs)
- Light Manipulation (Use luminicate sea creatures organs in order to illuminate their territories)
- Poison Manipulation
- Paralysis Inducement (Utilize two types of poison, with one of them being paralyitic)
- Same as before plus Damage Boost (Via Siege Monster)
- Superhuman Physical Characteristics
- Small Size (Type 1; Are labelled as a tiny creature)
- Underwater Breathing (Shown here)
- Enhanced Senses (Have night vision)
- Bodily Weaponry (Use their bite in combat)
- Extreme Resistance to Empathic Manipulation
- Fear Manipulation
- Paralysis Inducement
- and Petrification (All shown thumb)
- Same as a regular one plus Magic
- Holy Manipulation
- Non-Physical Interaction (As priestesses they can cast magic, with their power source being the God Sekolah. Magic in D&D can affect abstract, incorporeal, and intangible entities)
- They have the following spells
- granting them: Automatic Translation (Via Tongues)
- Healing (Via Mass Healing Word)
- Paralysis Inducement (Via Hold Person)
- Extrasensory Perception (Via Detect Magic)
- Statistics Amplification (Via Bless and Guidance)
- Water Manipulation (Via Water Bolt)
- Weapon Creation (Via Spiritual Weapon and Spectral Jaw)
- Statistics Reduction (Via Spectral Jaw)
- Fear Manipulation (Via Fear)
Weaknesses
Can't stay indefinitely outside water, are sensitive to sunlight and are unwell in freshwater, their Bloody frenzy state makes them easier to hit | Same as before | Can't breath outside water and will cannibalize themselves | Same as regular ones plus they can't use Spiritual Weapon, Bless, and Detect Magic at the same time | Same as regular one
Ranked #100 of 704 in Dungeons & Dragons by strength.
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