Traits
- Keen Smell. The sharkray has advantage on smell-based Perception rolls.
- Blood Frenzy. The sharkray has advantage on melee attack rolls against any creature that doesn't have all its hit points.
- Amphibious. The sharkray can breathe air and water.
- Cloud Diver: The sharkray can swim through clouds as if it were water.
Actions
- Multiattack. The sharkray makes two attacks: one with its bite and one with its stinger.
- Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
- Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Spotted Variant
The spotted variant of the sharkray are typically larger than their plain counterparts. They are referred to as spotted due to the white spots on their back. These sharkrays are very passive, due to them primarily being benthivores. Spotted sharkrays are known to also consume larger prey, however, they lack the hunting instincts of their small cousins due to overall lower Wisdom. This property makes spotted sharkrays particularly easy to domesticate.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) |
16 (+3) |
16 (+3) |
5 (-3) |
12 (+1) |
6 (-2) |
Type: Medium Beast, Unaligned
Armor Class: 15
Hit Points: 110 (13d10 + 39)
Speed: 5 ft., swim 60 ft., fly 60 ft.
Proficiency: +3
Saving Throws: DEX +6, CON +6
Senses: Darkvision 60 ft.
Languages: -
Challenge: 5 (1800 XP)
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