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Shark, Reef 2014

CR 1/2 beast

Medium beast, chaotic evil


Armor Class
12 (natural armor)
Hit Points
27
Speed
swim 40 ft.

STR14 (+2)
DEX12 (+1)
CON12 (+1)
INT1 (-5)
WIS10 (+0)
CHA4 (-3)

Saving Throws
Strength +2, Dexterity +1, Constitution +1, Intelligence -5, Wisdom +0, Charisma -3
Skills
Senses
passive Perception 10
Languages
-
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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

Pack Tactics.

The shark has advantage on attack rolls 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.

Actions

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage.

Bonus Actions

Stealthy Hunter.

The shark takes the Hide action.

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