Hunter Shark


 

Hunter Shark, CR 2

Large beast, unaligned
Armor Class 12
Hit Points 45 6d10+12 )
Spell Points
Speed Swim: 40ft

STR

18
+4

DEX

13
+1

CON

15
+2

INT

1
-5

WIS

10
+0

CHA

4
-3

Proficiency Bonus 2
Skills Perception 1d20+3
Senses Blindsight 30 ft., Passive Perception 11
Languages --

Special Abilites

Blood Frenzy. The shark has Advantage on Wisdom (Perception) checks to detect, and on melee attack rolls against, any creature that doesn't have all its hit points.   Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack : 1d20+6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Piercing Damage, and the target is Grappled (escape DC 12). Until this grapple ends, the target is Restrained, and the shark can't bite another target.   Swallow. The shark makes one bite attack against a Small or smaller target it is Grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total Cover against attacks and other effects outside the frog, and it takes 5 ( 2d4 ) Acid Damage at the start of each of the shark's turns. The shark can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting Prone unless it is underwater.

Legendary Actions

The shark can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The shark regains spent epic actions at the start of its turn.   Bite Attack. The shark makes a bite attack.   Frenzy Bite. The shark moves up to half its speed and makes two bite attacks against a creature that does not have all of its hit points.



 
 

Item drops

Treasure Drops


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