Shark, Reef

CR 1/2
Medium Beast
Armor Class 12 (natural armor)
Hit Points 27
Speed 0 ft., swim 40 ft.
Perception 12 Stealth 11

Senseskeensense 30 ft.
Languages


STR DEX CON INT WIS CHA
+2 +1 +1 -5 +0 -3

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 11 CON save or be incapacitated until the end of its next turn.

Pack Tactics. The shark has advantage on attack rolls against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Bonus Actions

Stealthy Hunter. The shark takes the Hide action.

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