Shark, Hunter

CR 2
Large Beast
Armor Class 12 (natural armor)
Hit Points 63
Speed 0 ft., swim 40 ft.
Perception 12 Stealth 11

Senseskeensense 30 ft.

+3 +1 +2 -5 +0 -3

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its HP.

Blood Sense. The shark can pinpoint, by scent, the location of creatures that don’t have all of their HP within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.

Electrical Sensitivity. Whenever the shark takes lightning damage, it must succeed on a DC 12 CON save or be incapacitated until the end of its next turn.

Water Breathing. The shark can breathe only underwater.


Multiattack. The shark makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Bonus Actions

Swift Hunter. The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn’t provoke opportunity attacks.


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