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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

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

Shark - Search - D&D Beyond (2024)

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