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Returning 35 results for 'Shark'.
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Shell Shark
Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Magic Resistance. The shark has advantage on saving throws against spells and
other magical effects.Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two bite attacks.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Hunter Shark
Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water Breathing. The shark can breathe only underwater.Bite. Melee Weapon Attack
","rollDamageType":"piercing"} piercing damage.Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
Giant Shark
Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water Breathing. The shark can breathe only underwater.Bite. Melee Weapon Attack
","rollDamageType":"piercing"} piercing damage.A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Reef Shark
Monsters
Pack Tactics. The shark has advantage on an attack roll 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.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
Giant Shark Skeleton
Monsters
Blood Frenzy. The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer.PoisonBludgeoning
Corrupted Giant Shark
Monsters
Psychic Maelstrom. Any creature that starts its turn within 15 feet of the shark must succeed on a DC 17 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
":"Psychic Maelstrom", "rollDamageType":"psychic"} psychic damage.Regeneration. The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit
Shell Shark
Compendium - Sources->Ghosts of Saltmarsh
Shell Shark These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed
in a ritual during which plates of shell and coral are permanently affixed to their bodies. Shell Shark Medium monstrosity, unaligned Armor Class 18 (shell plate armor) Hit Points 32 (5d8 + 10
Giant Shark
Compendium - Sources->Monster Manual
Giant Shark A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. Giant Shark Huge beast
) CHA 5 (−3)Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) Blood Frenzy. The shark has advantage on melee attack rolls against
Giant Shark
Compendium - Sources->Locathah Rising
Giant Shark Giant Shark Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 0 ft., swim 50 ft. STR 23(+6) DEX 11(+0) CON 21(+5
) INT 1(−5) WIS 10(+0) CHA 5(−3)Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) Blood Frenzy. The shark has
Reef Shark
Compendium - Sources->Player's Handbook
Reef Shark Reef Shark Medium beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. STR 14 (+2) DEX 13 (+1) CON 13 (+1
) INT 1 (–5) WIS 10 (+0) CHA 4 (–3)Skills Perception +2 Senses Blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP) Pack Tactics. The shark
Hunter Shark
Compendium - Sources->Monster Manual
Hunter Shark Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A
fully grown hunter shark is 15 to 20 feet long. Hunter Shark Large beast, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft. STR 18 (+4
Hunter Shark
Compendium - Sources->Dragon of Icespire Peak
Hunter Shark A fully grown hunter shark is 15 to 20 feet long. Hunter Shark Large beast, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft. STR
— Challenge 2 (450 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing. The shark can breathe only underwater
Reef Shark
Compendium - Sources->Monster Manual
Reef Shark Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. Reef
Shark Medium beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. STR 14 (+2) DEX 13 (+1) CON 13 (+1) INT 1 (−5
Sekolahian Worshiping Statuette
Magic Items
Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s
mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
Sahuagin
Monsters
to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The
Sahuagin Blademaster
Monsters
needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack
Moonshark
Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.Water Breathing. The shark can breathe only underwater.Silver Spear. A
character within 5 feet of the shark can use an action to try to dislodge the spear, doing so with a successful DC 13 Strength (Athletics) check. While the spear is lodged in the shark, the shark glows with
Sharkbody Abomination
Monsters
magic to wreak vengeance on the shark hunters of Palma Flora. The unfortunate hunters who failed to escape were transformed into monstrosities with coarse grayish skin, the head of a shark, and a
muscular, humanoid physique. These creatures possess all their previous intelligence and personality, but they respond to the control of their sahuagin masters' Shark Telepathy.The true horror of the
Sahuagin Champion
Monsters
to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The champion can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The
Sahuagin Coral Smasher
Monsters
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
Sahuagin Baron
Monsters
needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities.Sahuagin are
Sahuagin Priestess
Monsters
to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.Spellcasting. The
massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.Way of the Shark. Sahuagin worship the shark god Sekolah. Only
Gray Scavver
Monsters
are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack.ScavversScavvers are shark
has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water.
Sharkjaw Skeleton
monsters
devoured target, can take its action to pry the devoured target out of the skeleton’s many jaws by succeeding on a DC 13 Strength check.A skeletal humanoid made entirely of shark’s jaws
steps out from the water, dripping strands of seaweed.Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin
Sahuagin Warlock of Uk'otoa
Monsters
. The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The warlock can magically command any shark within 120 feet of it
Night Scavver
Monsters
of spelljamming ships and attack crew members on deck.Cooked night scavver meat is a popular offering in taverns across Wildspace.ScavversScavvers are shark-like scavengers that fly through
leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water.
Ghald
Monsters
.Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. Ghald can magically command any shark within 120
Sahuagin Deep Diver
Monsters
cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.Shark Telepathy
. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with
Sahuagin High Priestess
Monsters
, but she needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy
Obliteros
Monsters
","rollDamageType":"piercing"} piercing damage.Obliteros is a giant shark, 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Brown Scavver
Monsters
gas, which kills off anything that survives being swallowed.ScavversScavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not
wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water.
Sahuagin Warlock of Uk'otoa (variant)
Monsters
. The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The warlock can magically command any shark within 120 feet of it
Void Scavver
Monsters
more intense than what it might normally experience given the creature’s size and nature.ScavversScavvers are shark-like scavengers that fly through space, feeding on whatever they can fit
while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water.Ray of Fear
Sahuagin Wave Shaper
Monsters
needs to be submerged at least once every 4 hours to avoid suffocating.Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.Innate
Conjure Fey
Spells
1/2Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr,Warhorse1Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant
Toad, Giant Vulture, Lion, Tiger2Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger, Sea Hag3Giant Scorpion, Green