Sakali

*"You're gonna need a bigger boat!"*

*- Martin Brody, Jaws*

The **Sakali** are one of the Uncommon Species of Parvolon, resembling humanoid sharks in appearance and power. Their grit and versatility has allowed them to expand across the seas, although they still remain dependent on the ocean for survival.

## Abilities

*All Sakali characters have the following abilities:*

***Ability Score Modifiers.*** Sakali are physically strong, and gain a *+2* bonus to their Strength score. They also gain a *+1* bonus to any other ability score.

***Speed.*** Sakali have less mobility on land than they do in water. Sakali have a land movement speed of 25 feet, and a swim movement speed of 80 feet.

***Size.*** Sakali are Medium creatures. They are around 6 feet tall on average, and weigh less than an average human of their size because of highly liquid bodies.

***Bloodsense.*** Sakali can smell the struggle of their submerged opponents. While in water, if a creature in the same body of water and within 500 feet of you is at least injured, you know the direction that they are from you and how far they are from you in 50 feet increments.

***Bite.*** Sakali have a large maw as a natural weapon, which can be used to make unarmed strikes. If you land an attack with your maw, you deal 1d8 + your Strength modifier damage, and of your choice of *slashing* or *piercing* damage rather than the bludgeoning damage normal for an unarmed strike.

***Amphibious.*** Sakali have adapted to living both on land and in water. You can breathe in both water and air unhindered.

***Water Dependency.*** Sakali bodies are very dependent on staying hydrated to survive. If you fail to immerse yourself in water for at least one hour during a day, you will suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least one hour per level of exhaustion incurred.

*Additionally, all Sakali have a shark body type, granting them one powerful ability. Choose one of the types below:*

### Hammer Head

***Smash.*** Hammer Head Sakali can roughen up opponents and force them out of their way. When you move at least 10 feet in water toward an enemy to make a bite attack or a melee weapon attack, you can as a bonus action take the Shove action with a stiff headbutt. A target that is knocked prone by this ability does not gain an attack of opportunity against you until the start of your next turn.

### Spinner

***Propel Through Water.*** Spinner Sakali can accelerate to intense speeds under the water, having the ability to gain momentum underwater and launch themselves out from it. As a part of your movement action, if you swim at least 40 feet while below the surface of the water, you can leap out of the water into the air up to 20 feet. The height gained through your jump counts as a part of your swimming movement. Additionally, any falling damage from landing in water as a result of this ability is reduced by 20 feet.

### Thresher

***Whiplash.*** With a long tail meant to stun fish, as a Thresher Sakali you can use your action to attempt a tail whip. Make an attack with your tail against a target within melee range. On a hit, the tail deals 1d4 bludgeoning damage. The target must make a Constitution saving throw (DC = 8 + Proficiency modifier + your Strength Modifier) on a successful attack, and if the target fails this save they are Stunned until the end of your next turn.

### Whitetip

***Pack Tactics.*** Whitetip Sakali are at their maximum power when fighting in groups. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally can observe the creature and is able to take the Attack action.

### Reef

***Water Bolt.*** Reef Sakali can coalesce plain water around them into a small, tense sphere that can be used as a projectile. If you have access to an open source of water containing at least one gallon within 5 feet of you (which also includes *being in a body of water* or *heavy rain*), you can use action to extract this liquid, compress it into a ball, and use it to attack a nearby opponent. Make a thrown weapon attack against a target within a range of 20/60. If you succeed, the target takes 1d8 force damage from the impact of the water. This projectile can be thrown underwater without penalty, and consumes the water used to make it.

## History

Sakali as a species straddle the edges of two separate worlds. Sakali called the otherworldly oceanic dimension known as the *Plane of Water* their original home, however much of their population was forced out from this land long ago by the colossal elementals and monstrosities that roam its neverending seas. Sakali in the world have migrated across the depths of the *Western Seas*, spreading thinly underwater and onto farflung islands. Most Sakali that have never lived in close proximity to the *Portal of Water* have forgotten its significance other than as a danger to seafarers, and few have knowledge of both sides.

Many waterfaring Sakali are nomadic peoples that travel great distances following schools of fish. These Sakali clans compete with their neighbors over tribal sea, and have a complex social network of boundaries underwater between each other. Some Sakali clans like the Clan of Hashkehi, known more infamously on land as the Sea Peoples, have surfaced to expand into coastal regions. Hashkehi's military would rise out of the sea, much to the horror of the armies of the Kingdom of Eshtar, siege coastal cities, and retreat back into the sea with plundered resources from the surface. Where these rare attacks have occurred, ancient stories of the "sharks that walked out of the sea" still persist.

Some waterfaring Sakali, however, have set up cities along the sea floor. Most region of the deep sea are impossible to set up large urban centers in, as they lack many of the essential resources needed to promote population growth or refine minerals. Thermal vents, on the other hand, provide the Sakali with a soup of metals and volcanic workstations to practice metallurgy.

A growing number of Sakali today, though, are landfaring. These Sakali in the past often competed with nearby islander countries for control, such as in the *Sakali War* between the Frogfolk and Sakali over the Frogfolk Islands. In contrast, most Sakali today cohabitate with other species, and their excellent water traversal has allowed them to become master fishers. Some species that are less adept in the water have begun to recruit Sakali into menacing Marine divisions, who can strike from under the sea and lead beachhead invasions that Elves or Orcs would never be able to achieve.