Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 1
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.
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.
GoS, p. 249