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Shark, Hunter 2014

CR 2 beast

Large beast, chaotic evil


Armor Class
12 (natural armor)
Hit Points
63
Speed
swim 40 ft.

STR16 (+3)
DEX12 (+1)
CON14 (+2)
INT1 (-5)
WIS10 (+0)
CHA4 (-3)

Saving Throws
Strength +3, Dexterity +1, Constitution +2, Intelligence -5, Wisdom +0, Charisma -3
Skills
Senses
passive Perception 10
Languages
-
Challenge
2 (450 XP) · Proficiency Bonus +2

Blood Frenzy.

The shark has advantage on melee attack rolls against any creature that doesn't have all its HP.

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

Water Breathing.

The shark can breathe only underwater.

Actions

Multiattack.

The shark makes two Bite attacks.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

Bonus Actions

Swift Hunter.

The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn't provoke opportunity attacks.

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details