This year will mark Shark Week's 30th year of bringing us teeth gnashing, cage thrashing, seal bashing, boat crashing educational programming about the most feared creatures on the planet. Why not celebrate this momentous occasion dedicated to educating the public about sharks in the hopes to help conserve them and stem the global mass slaughter of the misunderstood creatures... Than by throwing your players into a kill or be killed (and eaten) shark encounter.
Over the next few weeks, I will be generating and posting shark-themed game materials in this thread for the sole purpose of spreading the shark love by encouraging shark hate (madness, I know, but I never said I was sane...). Feel free to use them as you see fit. If you actually use them to make a Shark Week encounter, jawsome! I'd love to hear what you did! If you just want to use them for a random sharky encounter down the road, because you're too busy watching Shark Week to play D&D: shark on!
Please note: 100% of the images used below I found via google search. Most I editted to my liking (extensively in some cases), some I posted as-is, and some I did a bit of coloring for. However, I did not draw a single monster: it is not my artwork, just my editting.
TO DO LIST:
MONSTER STATS:
Modern Sharks (too unique to be lumped in with generic "pygmy", "sand", "reef", "hunter", "giant" or "colossal" sharks)
First up is a map. A sharky map. I call this the Sharkipelago, an ideal place to have players encouter countless waves of sharks. In my own campaign I'll be naming it Motumano, which translates roughly in various Polynesian languages (I draw heavily on Fijian, Hawaiian, and Maori throughout this thread) to... well... "Shark Archipelago".
We currently have the medium reef shark, the large hunter shark, and the huge giant shark. I would like to introduce sharks that fill in the size gaps: the tiny pygmy shark (and its swarm), the small sand shark, and the gargantuan colossal shark.
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.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
DESCRIPTION
No larger than a foot in length, pygmy sharks are not as intimidating as their larger cousins, but are no less vicious. They tend to attack in groups, working themselves into a feeding frenzy just like their larger kin.
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny pygmy shark. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
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.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
DESCRIPTION
Sand shark is the term used to describe any small shark that inhabits very shallow waters, deriving their name from the beaches and sandy bottom of the shoreline waters where they live. There are two general varieties of sand shark, true sand sharks, and seasonal sand shark. True sand sharks are small sharks that as a species make a habit of living near the shoreline gathering in small packs to hunt. A full-grown specimen of a true sand shark measures 2 to 4 feet long. A seasonal sand shark is more often than not a juvenile of another shark species that inhabits the shoreline shallows for protection until it is large enough to fend for itself in deeper waters.
Environments: Coastal, Underwater
COLOSSAL SHARK
COLOSSAL SHARK
Gargantuan beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 262 (15d20 + 105)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9)
9 (-1)
25 (+7)
1 (-5)
10 (+0)
5 (-3)
SensesPassive Perception 13
Languages - -
Challenge 9 (5,000 XP)
TRAITS
Filter Feeding. When the shark moves, it can enter a Large or smaller creature's space. The first time it enters a creature's space, that creature must succeed on a DC 22 Dexterity saving throw, being swallowed on a failed save.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the shark. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 21 (6d6) acid damage at the start of each of the shark's turns.
If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the shark. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
DESCRIPTION
A colossal shark is 40 feet long and normally found swimming near the surface far out in the open sea. While massive in size, they lack the aggression of their smaller kin. Despite their gentle demeanor, however, their sheer size can make them an unwitting threat to smaller creatures.
Environments: Underwater
Encounter Ideas:
The captain of a fishing vessel complains that his larger catches are unsellable at market. When he reels one in at his favorite fishing spot, he discovers its body is covered in 2 to 3 inch wounds. People think the fish have some sort of disease and won't buy them, but he is convinced his catches are being attacked by something. (pygmy sharks)
A popular beach has been closed down. The waters have been made dangerous by a sudden boom in the shark population. While the things aren't large, but they are numerous and can be found swimming only a few yards off shore, sometimes even temporarily beaching themselves. People can't so much as approach the surf without risking getting bitten. (sand shark)
A sea side town is in an uproar. A massive shark has been tearing fishing nets apart just as Sailors begin hauling their catch aboard. The fishing crews want seek to hire someone to slay the menace, but the local population of merfolk are adamantly opposed to the idea of killing the creature; claiming to be an innocent and gentle creature that has merely lost its way. Tensions are running high. Something needs to be done about the unrest between the fishing crews and the merfolk before someone does something they'll regret; not to mention what to do about that massive shark out in the bay (colossal shark)
Megalodon, the sharkiest shark to ever shark. This is a rather large entry, because I'm fond of giving DMs lots of options when it comes to Legendary monsters for boss fights. I designed this particular monster specifically for Shark Week, incorporating white shark behaviors that are filmed and shown ever year. Plus, there was that megalodon mockumentary a few years ago. Behaviors included breaching (breach attack), tail slapping (tail attack), and exploratory bumping (ram attack). I also gave a nod to denticles, the tooth-shaped structures on a shark's skin that give it its rough feel and help both stream line it through the water and make it difficult for parasite to attach themselves.
Blood Frenzy. The megalodon has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles.The megalodon’s skin is covered in razor sharp, tooth-like scales. A creature that touches the megalodon or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage.
Siege Monster. The megalodon deals double damage to objects and structures.
Water Breathing. The megalodon can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 41 (5d12 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the megalodon can't bite another target.
Breach (Recharge 5–6). The megalodon can leap out of the water to attack creatures on the water's surface or hovering above it. The megalodon uses the Dash action to move vertically upwards towards a target. The target may be any creature or object floating on or flying up to 80 feet above the water's surface. If the megalodon moves at least 80 feet before reaching the surface, it may launch itself from the water up to half the distance it traveled during its Dash action into the air. The megalodon can then make a bite attack against the target. If the bite attack misses, the megalodon uses its ram attack against the same target, with the movement taken during this action counting as the movement requirement for that attack.
Ram. If the megalodon moves at least 30 feet as part of its movement, it can then use this action to move into a 15-foot cube, centered on the tip of the megalodon's snout, that contains one or more other creatures. Each creature in the area must succeed on a DC 23 Strength or Dexterity saving throw (target's choice) or take 30 (6d6 + 9) bludgeoning damage, and be stunned for 1 minute. On a successful save, the creature takes only half the damage, isn't stunned, and is pushed out of the megalodon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the megalodon's space.
A creature stunned by this action can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow. The megalodon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the megalodon, and it takes 28 (8d6) acid damage at the start of each of the megalodon's turns.
If the megalodon takes 30 damage or more on a single turn from a creature inside it, the megalodon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures,which fall prone in a space within 10 feet of the megalodon. If the megalodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Tail.The megalodon whips its tail in a 30-foot cone originating in the space immediately behind its dorsal fin. Any creature in the area must make a DC 23 Constitution saving throw, taking 18 (2d8 + 9) thunder damage and being stunned for 1 minute on a failed save, or half as much damage without being stunned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The megalodon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Bump. The megalodon moves 30 feet and makes one ram attack at the end of the movement.
Dart. The megalodon moves up to its full swim speed.
Thrash. The megalodon makes one tail attack.
Chomp (Costs 2 Actions). The megalodon makes one bite attack or uses its Swallow.
Death from Below (Costs 3 Actions). The megalodon makes a breach attack. The megalodon must be at least 80 feet below its target before using this action.
DESCRIPTION
A megalodon is an ancient species of shark. Reaching 60 feet in length and weighing 60 tons it is one of the largest to have ever lived. Fortunately it is a rare, solitary creature that lives far out to sea, preferring the lightless reaches of the deep. However, from time to time it has been known to prowl the surface. Utterly fearless, it preys on anything that crosses its path, including whales, ships, dragon turtles, and other megalodons.
This creature I spun up partially because it was pretty much inevitable for any Shark Week themed encounter... and also becase my two year old son recently discovered the children's song linked above and has been running around my house for the past week with his 3' long plush shark held over his head singing it at the top of his lungs. (This one's for you, kid).
The 2nd Monstrous Compendium for Planescape brought us the terlen. Originally, it was described as a shark or snake like amphibian that had adapted the ability to fly, and was a widespread creature, dwelling on multiple planes. Originally, it looked like this:
It made a return in 3rd edition as part of the Fiend Folio. It was given a swimming speed, flying speed, and oddly... a walking speed... of 60' each, and no explanation as to how a creature that swims and flies but has no feet was able to move so quickly along the ground. It went from being "shark or snake like amphibian" to "shark with wings" looking like this:
While the idea of a flying predatory amphibian was cool, I actually preferred the idea of winged shark; though I thought the walking speed and limitless ability to fly was silly. So, here is my re-imagining of the terlen for 5e. It's a bit weaker than its previous versions, but that's in part because I wanted to try and make it less of a supernatural interplanar entity and make it a plain old shark that took a page out of the flying fish's book.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Glide. When the shark begins to fall, it gains a fly speed equal to its swim speed. While gliding, the shark automatically descends 5 feet per turn. It can't ascend vertically, but may use its speed to descend or move horizontally in any direction. The shark can hold its breath for 1 minute before it begins suffocating.
Standing Leap. The shark's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
DESCRIPTION
Also known as a terlen, a flying shark possess a pair of large and powerful pectoral fins which it uses like a set of wings to glide through the air after leaping out of the water. They are a hearty and adaptive species that have managed to spread over multiple planes. A full-grown specimen measures 7 to 13 feet long.
I'm not the first DM to make one. I definitely won't be the last. But the majority of existing sharknado monsters I've seen have been just that: monsters. Now, that's not to say they haven't been good; just that they aren't the kind of sharknado I was looking for as an end-game boss (which is how I intend to end my own shark week encounter). So I made my own; one that I hope feels more like an unstoppable (un)natural disaster that players have to find a way to deal with than it does a monster encounter.
Freedom of Movement. The storm ignores difficult terrain, and magical effects can't reduce its speed.
Swarm. The storm is an amorphous mass containing an endless swarm of sharks. The storm can occupy another creature's space and vice versa, and the storm can move through any opening large enough for a Medium shark.
Tropical Storm. At the start of the storm's turn, if at least 1 space it occupies is in, on, or over water it regains 25 hit points. If all spaces it occupies are on or over land at the start of its turn, it loses 50 hit points. This damage cannot be reduced in any way.
Water Walk.The storm move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground. While moving over water, the storm moves at double its normal walking speed.
Whirlwind. When the storm moves into a creature's space or vice versa, that creature is affected as it would be by a whirlwind spell (DC 20), treating the storm as the whirlwind. Increase the size of creatures or objects the spell affects by 1 size category. This spell effect has an indefinite duration, ending only when the storm is reduced to 0 hit points.
ACTIONS
Rain of Sharks. The storm rains down ravenous sharks, which land in unoccupied spaces within 30 feet of the storm, or within the storm's space. Roll a d6 to determine what sharks appear.
The storm summons two groups. Roll twice more, rerolling any 6.
The sharks are hostile to all creatures, except the storm. Roll initiative for the summoned sharks as a group, which has its own turns. The sharks pursue and attack the nearest non-sharks to the best of their ability.
Sharks summoned by the storm gain a walking speed of 10 feet, and are immune to any damage or condition inflicted by the storm, but are sucked up by the storm when they enter its space or the storm enters theirs as though they were objects. While in the storm's space, a shark summoned by the storm gains a fly speed equal to its swim speed, moves with the storm when the storm moves, and can move freely within the storm's space during its turn. If the shark leaves the storm's space, it drops to the ground. A shark that ends its turn outside of at least 5 feet of water or outside the storm's space begins suffocating.
REACTIONS
Sharkastatic Reply. When the storm is subjected to damage, it can use its rain of sharks as a reaction.
The Sharkest Hour. The first time the storm is reduced to half its hit points or less, it uses its rain of sharks two times as a reaction.
Aftershark. When the storm is reduced to 0 hit points, it uses its rain of sharks three times before dissipating.
LEGENDARY ACTIONS
The storm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The storm regains spent legendary actions at the start of its turn.
Heart of Sharkness (Costs 3 Actions). Each shark summoned by the storm within 120 feet of it can use its reaction to move up to half its speed and make a bite attack against a non-shark creature.
It Was a Shark and Stormy Night. The storm makes a rain of sharks attack.
Shark Attack... Attack! A shark within the storm makes a bite attack against creature within 5 feet of the storm. Roll a d6 to determine the type of shark using the Shark Attack table below.
Sharkatapult. The storm makes a rain of sharks attack, but rather that appear in unoccupied spaces within 30 feet of the storm, the sharks appear in unoccupied spaces within a 10-foot-radius area centered on a space the storm can see up to 120 feet away. A number of creatures within that area equal the number of sharks that appear must succeed on a DC 23 Dexterity saving throw taking 14 (4d6) bludgeoning damage plus the bite damage for the type of sharks that appear on a failed saving throw.
Shark Weak. All non-shark creatures within 120 feet of the storm must succeed on a DC 23 Constitution saving throw. On a failed save, a target gains vulnerability to nonmagical piercing damage until the end of the storm's next turn. This effect overrides a target's immunity and resistance.
Sharkshooter. The storm ejects a shark, hurling it at a creature it can see within 120 feet of it. The target must succeed on a DC 23 Dexterity saving throw, taking 18 (4d8) bludgeoning damage plus the shark's bite damage and be knocked prone on a failed saving throw. The ejected shark then appears in an unoccupied space within 10 feet of the target. Roll a d6 to determine the type of shark using the Shark Attack table below.
As a storm, a selachian cyclone does not have a lair in the traditional sense; if does not live, and therefore has nowhere to do its living in. However, its presence has an obvious impact on the world around it. Perhaps a better term for a selachian cyclone's lair would be its disaster area.
Lair Actions
On initiative count 20 (losing initiative ties), the storm takes a lair action to cause one of the following effects; the storm can’t use the same effect two rounds in a row:
The water level within 120 feet of the storm rises by 5 feet, including over dry land, making the area difficult terrain for any creature that does not have a swim speed. This effect ends and the water recedes on initiative count 20 on the next round.
1d6 creatures within 120 feet of the storm must succeed on a DC 15 Dexterity saving throw or be struck by debris hurled by the storm, taking 18 (4d8) bludgeoning damage and being knocked prone on a failed saving throw.
Regional Effects
The region containing a selachian cyclone is warped by the storm’s magic, which creates one or more of the following effects:
The area within 6 miles of the selachian cyclone's disaster area is flooded with at least 1 foot of water.
The skies within 6 miles of the selachian cyclone's disaster area roils with churning clouds with a greenish tint.
Strong winds whip around within 6 miles of the the selachian cyclone's disaster area, smelling strongly of fish, kelp, and other seaside scents.
If the the selachian cyclone dies, these effects end after 1d8 hours.
DESCRIPTION
A raging tempest that rains down voracious sharks as it passes, the selachian cyclone is an un-natural disaster of divine-plague proportions. It is more an event than it is a monster, and like any other natural (or not) disaster, it is virtually unstoppable.
Environments: Coastal, Underwater, Urban
I also made a spell version that I intend to award to my players should they beat the sharknado.
SELACHIAN CYCLONE (SHARKNADO SPELL)
LEVEL 9th
CASTING TIME 1 ACTION
RANGE/AREA Sight (10 ft *)
COMPONENTS V, S, M (a handful of shark teeth, which the spell consumes)
DURATION 1 Minute (Concentration)
SCHOOL Conjuration
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Bludgeoning, Summoning
A strong wind bearing the scents of fish, kelp, and the sea kicks up as the skies darken and fill with roiling green-tinted clouds. A whirlwind full of sharks howls down to a point that you can see on the ground. The whirlwind is a 10-foot-radius, 120-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Large or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the cyclone or that the cyclone enters its space, including when the cyclone first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the cyclone until the spell ends. When a creature starts its turn restrained by the cyclone, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the cyclone and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the cyclone and is hurled 3d6 × 10 feet away from it in a random direction.
Additionally, each round you maintain concentration on this spell, the storm rains down viscous predatory fish on your turn. Roll on the following table to determine what appears
The storm summons two groups. Roll twice more, rerolling any 6.
You choose the unoccupied spaces within 30 feet of the cyclone where they appear, and may select spaces within the cyclone's area.
The sharks are hostile to all creatures, including you. Roll initiative for the summoned sharks as a group, which has its own turns. The sharks pursue and attack the nearest non-sharks to the best of their ability.
Sharks summoned by this spell gain a walking speed of 10 feet, and are immune to any damage or condition inflicted by the spell, but are sucked up by the cyclone when they enter its area or the cyclone enters theirs as though they were Large or smaller objects, regardless of a shark's actual size. While in the area of the spell's cyclone, a shark summoned by this spell gains a fly speed equal to its swim speed, moves with the cyclone when the cyclone moves, and can move freely within the cyclone's area during its turn. If the shark leaves the cyclone's area, it drops to the ground. A shark that ends its turn outside of water or outside the area of the cyclone begins suffocating.
So I've already done one over-the-top ridiculous shark monster and opened the door for all those ludicrous critter The Asylum has produced. May as well do another one.
Blood Frenzy. The sharktopus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Gripping Tentacles. The sharktopus's tentacles are covered with suckers which adhere to anything that it grapples. A Huge or smaller creature grappled by its tentacles has disadvantage on ability checks made to escape.
Heavy Hauler. As long as none of the creatures the sharktopus is grappling is larger than Medium, its speed is not reduced to zero due to grappling. Instead, its speed is reduced by 5 feet for each Medium or smaller creature it is grappling, to a minimum of 5 feet.
Hold Breath. While out of water, the sharktopus can hold its breath for 1 hour.
Spines.The sharktopus is covered in sharp needle-like spines. A creature that touches the sharktopus or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Underwater Camouflage. The sharktopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The sharktopus can breathe only underwater.
ACTIONS
Multiattack. The sharktopus makes three attacks: two with its tentacles, and one with its bite.
Bite.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Clawed Tentacles.Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning, piercing, or slashing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sharktopus has eight tentacles, each of which can grapple only one target. The sharktopus can't use a tentacle that is grappling a creature to make a tentacle attack.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the sharktopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sharktopus can use the Dash action as a bonus action.
DESCRIPTION
A sharktopus is a magically engineered chimera with the head and fins of a shark and the tentacles of an octopus. Needle-sharp spikes protrude from its gill slits.
The sharktopus was originally developed by wizards at the behest of local seaside city-states to help combat piracy and smuggling. Unfortunately, they possess an shark's aggression (making them nearly impossible to train) and an octopus's knack for escape; several made their way to open waters before they could be destroyed.
Blood Frenzy. The sharktopus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Gripping Tentacles. The sharktopus's tentacles are covered with suckers which adhere to anything that it grapples. A Gargantuan or smaller creature grappled by its tentacles has disadvantage on ability checks made to escape.
Heavy Hauler. As long as none of the creatures the sharktopus is grappling is larger than Large, its speed is not reduced to zero due to grappling. Instead, its speed is reduced by 5 feet for each Large or smaller creature it is grappling, to a minimum of 5 feet.
Hold Breath. While out of water, the sharktopus can hold its breath for 1 hour.
Multiple Heads. The sharktopus has three heads. While it has more than one head, the sharktopus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the sharktopus takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the sharktopus dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The sharktopus regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the sharktopus has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Spines.The sharktopus is covered in sharp needle-like spines. A creature that touches the sharktopus or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.
Underwater Camouflage. The sharktopus has advantage on Dexterity (Stealth) checks made while underwater.
Wakeful. While the sharktopus sleeps, at least one of its heads is awake.
Water Breathing. The sharktopus can breathe only underwater.
ACTIONS
Multiattack. The sharktopus makes as many bite attacks as it has heads, plus two tentacle attacks.
Bite.Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Clawed Tentacles.Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning, piercing, or slashing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained. The sharktopus has eight tentacles, each of which can grapple only one target. The sharktopus can't use a tentacle that is grappling a creature to make a tentacle attack.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the sharktopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sharktopus can use the Dash action as a bonus action.
DESCRIPTION
A sharktopus is a magically engineered chimera with the head and fins of a shark and the tentacles of an octopus. Needle-sharp spikes protrude from its gill slits. This particular specimen seems to have been infused with hydra blood, granting it two extra heads which it can regrow when severed.
The sharktopus was originally developed by wizards at the behest of local seaside city-states to help combat piracy and smuggling. Unfortunately, they possess an shark's aggression (making them nearly impossible to train) and an octopus's knack for escape; several made their way to open waters before they could be destroyed.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiple Heads. The shark has five heads. While it has more than one head, the shark has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the shark takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the shark dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The shark regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the shark has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the shark sleeps, at least one of its heads is awake.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Multiattack. The shark makes as many bite attacks as it has heads.
Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
A giant shark subjected to magical experimentation involving infusions of hydra blood, granting it four additional heads. Although its heads can be severed, the shark magically regrows them in short order.
The image for you legged sharks isn't loading; though shark people are on the way. EDIT: They loaded on my home computer. I can see them now.
But first, a break from the ridiculous and something real.
While not exactly a shark, it was close enough for the guys that developed Hungry Shark Evolution to include it in their game early on. I present dunkleosteus, a shark-like armored fish that died out at the end of the Devonian period.
Armor Piercing.The jaws of the dunkleosteus are adapted to cut through the armor of its prey. When the dunkleosteus hits a target with its bite, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If a target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed.
Water Breathing. The dunkleosteus can breathe only underwater.
ACTIONS
Multiattack. The dunkleosteus can use its Vortex then its Bite.
Bite.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) slashing damage.
Vortex. The dunkleosteus opens its giant mouth in a fraction of a second, creating a vortex that draws targets in. The dunkleosteus inhales water in a 15-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw, being pulled 15 feet towards the dunkleosteus in a straight line towards the cone's space of origin on a failed save, or 5 feet on a successful one.
DESCRIPTION
A dunkleosteus is 33-foot long, 4 ton fish similar in appearance to a shark with heavy bony plates forming shield armor around its head and jaws. Instead of teeth, a dunkleosteus possesses two pairs of sharp bony plates which forms a beak-like structure capable of cutting through the armor of its prey.
Densely muscled and heavily armored, dunkleosteus is a powerful but slow swimmer compared to other predators of similar size. Its diet consists of whatever it can catch, usually meaning other armored organisms (arthropods, fish, and molluscs), likewise slowed by their heavy defenses.
While on the whole it moves relatively slowly, it is capable of snapping its mouth open with such force and speed that it generates a small vortex, drawing prey in towards its jaws.
Armor Piercing.The jaws of the helicoprion are adapted to cut through the armor of its prey. When the helicoprion hits a target with its bite, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If a target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed.
Blood Frenzy. The helicoprion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The helicoprion can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the helicoprion can't bite another target.
Grind. The helicoprion reapplies its bite damage to a creature it is grappling. This damage subjects the target to the helicoprion's Armor Piercing trait.
DESCRIPTION
An ancient shark species, 24 feet long and normally found in deep oceans. Its jaw forms a whorl reminiscent of a circular mill saw, and is adapted to shear through the armor of its prey.
Guerilla Pack Tactics. The stethacanthus has advantage on an attack roll against a creature if at least one of the stethacanthus' allies is within 40 feet of the creature and the ally isn't incapacitated.
Spines. The stethacanthus is covered in thorny spines. A creature that touches the stethacanthus or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Reactive. The stethacanthus can take one reaction on every turn in combat.
Water Breathing. The stethacanthus can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dart. The stethacanthus uses the Dash action as a bonus action.
Fin Whip.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
REACTIONS
Fin Whip. When the stethacanthus moves through a space adjacent to another creature, it can make a fin whip attack against that creature as part of its movement action. If that creatures opts to make an opportunity attack against the stethacanthus, the one with the highest initiative makes its attack first.
DESCRIPTION
Measuring 2.5 feet long, the stethacanthus is a small species of ancient shark identified by the distinctive anvil-shaped first dorsal fin and spiny crests on the head and dorsal fin and long, whip-like structures behind their lateral fins. Stethacanthus made up for its small size with its speed and agility, and hunted in large packs.
Blood Frenzy. The squatinactis has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Stinger. The squatinactis’s tail bears a stinger that reflexively reacts in its defense. A creature that touches the squatinactis or hits it with a melee attack while within 5 feet of it takes 5 (1d4 + 3) piercing damage and must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Water Breathing. The squatinactis can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Sting.Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
DESCRIPTION
Squatinactis is a 1.5-foot-long ancient species of bottom-dwelling shark with wing-like pectoral fins as well as the whip tail, giving it an almost bat-like appearance. It bears a sharp barb on the tip of its tail, much like a stingray.
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Stinger. The tails squatinactis in the swarm bear stingers that reflexively reacts in its defense. A creature that touches the squatinactis or hits it with a melee attack while within 5 feet of it takes 5 (1d4 + 3) piercing damage and must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny squatinactis. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Sting.Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, and the target must make a DC 9 Constitution saving throw, taking 18 (4d8) poison damage, or 9 (2d8) poison damage if the swarm has half of its hit points or fewer, on a failed save, or half as much damage on a successful one.
DESCRIPTION
Squatinactis is a 1.5-foot-long ancient species of bottom-dwelling shark with wing-like pectoral fins as well as the whip tail, giving it an almost bat-like appearance. It bears a sharp barb on the tip of its tail, much like a stingray.
Blood Frenzy. The xenacanthus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Electrocyte. The xenacanthus possesses an electric organ. A creature that touches the xenacanthus or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage, and the creature must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature stunned by this trait can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. This organ itself is not magical.
Hold Breath. While out of water, the xenacanthus can hold its breath for 1 hour.
Venomous Spine. The xenacanthus has a venomous spine protruding from its skull. Whenever a creature touches the xenacanthus or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 5, the attack occurs normally. On a 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The xenacanthus can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Jolt.Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature stunned by this action can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
DESCRIPTION
Xenacanthus is an ancient species of freshwater shark with a venomous spine projecting from the back of the head and a ribbon-like dorsal fin that runs the length of its back, giving it an appearance similar to an eel. It possess electrocytes: specialized organs that produce an electric current, allowing it to deliver a stunning jolt. A full-grown specimen measures 9 to 13 feet long.
Amphibious (Hybrid Form Only). The wereshark can breathe air and water.
Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.
Water Breathing (Shark Form Only). The shark can breathe only underwater.
ACTIONS
Multiattack. In shark form, the wereshark makes one bite and one tail attack. In humanoid form, it makes two trident attacks. In hybrid form, it makes two weapon attacks, only 1 of which can be its bite.
Bite (Shark or Hybrid Form Only).Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.
Tail (Shark or Hybrid Form Only).Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage, and the target must succeed in a DC 14 Strength saving throw or be knocked prone
Trident (Humanoid or Hybrid Form Only).Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used in two hands to make a melee attack.
DESCRIPTION
A wereshark is a savage predator that can appear as a humanoid, as a shark, or in a terrifying hybrid form—a well-muscled humanoid body with the head, tail, and fins of a shark.
Amphibious. The dragon shark can breathe air and water.
Blood Frenzy. The dragon shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles.The dragon’s skin is covered in razor sharp, tooth-like scales. A creature that touches the dragon shark or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage.
Legendary Resistance (3/Day). If the dragon shark fails a saving throw, it can choose to succeed instead.
Shark Telepathy. The dragon shark can magically command any sahuagin or shark within 120 feet of it, using a limited telepathy.
ACTIONS
Multiattack. The dragon shark can use its Frightful Presence. It then makes three attacks: one with its bite and two with its fins. It can use its Swallow instead of its bite
Bite.Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the dragon shark can't bite another target.
Fin.Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail.Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon shark and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Swallow. The dragon shark makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 28 (8d6) acid damage at the start of each of the dragon's turns.
If the dragon shark takes 30 damage or more on a single turn from a creature inside it, the dragon shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
If a creature dies while swallowed by the dragon shark, the dragon shark regains hit points equal to that creature's Constitution modifier x 10.
Breath Weapons (Recharge 5–6). The dragon shark uses one of the following breath weapons.
Cold Breath. The dragon shark exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon shark exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The dragon shark can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon shark regains spent legendary actions at the start of its turn.
Detect. The dragon shark makes a Wisdom (Perception) check.
Tail Attack. The dragon shark makes a tail attack.
Chomp (Costs 2 Actions). The dragon shark makes one bite attack or uses its Swallow.
LAIR AND LAIR ACTIONS
A Dragon Shark’s Lair
Dragon sharks make their homes in sea caves and the wrecks of large ships. Savage and unsophisticated, theirs lairs often contain solely their hoards, though they are often infested with sharks and sahuagin which serve as both servants and snacks should they incur the dragon shark's displeasure.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
Until the next initiative count 20, all sahuagin, sahuagin priestess, hunter shark, and giant shark within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects
The region containing a legendary dragon shark’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
The waters within 1 mile of a dragon shark's lair become murky, halving the distance any creature relying normal vision or darkvision can see, and granting advantage on all Dexterity (Stealth) checks made to hide from creatures relying on those senses.
Streaks of blood and viscera float in the water within 6 miles of the dragon shark's lair, growing thicker and more frequent as one draws nearer to the lair.
If the dragon shark dies, these effects fade in 1d10 days.
DESCRIPTION
Dragon sharks are distantly related to dragons, appearing as huge shark-like creatures with a long tail, multiple blade-like fins, and massive jaws filled with multiple rows of teeth. Sahuagin will often flock to a dragon shark's territory, viewing these rare dragons as envoys or lesser incarnations of Sekolah, their shark god.
They are known to attack ships, sailors thrown overboard and claiming any cargo for its treasure hoard. They are also known to gather sahuagin and raid the lairs of dragon turtles or other dragon sharks.
Solitary and aggressive, a female dragon shark claims a territory with a 50-mile radius, and will attack and eat or enslave any other member of dragon-kind to trespass in its domain, including (especially) other dragon sharks. The only exception is during mating season, when they will allow the smaller, transient males passage.
Males are expected to bring a prospective mate a gift of food or treasure. Failure to do so, or providing a gift she deems unworthy may result in a larger female attacking and eating a would-be mate. Wyrmlings are born live rather than hatched from eggs, and are driven from their mother's territory shortly after birth.
Their savage nature and cannibalistic habits go a long way in keeping their numbers low, making them a rare species.
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland.
SHARK: While you're raging, you have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
SHARK: You can breathe underwater and gain a swimming speed equal to your walking speed.
Spirit Walker
At 10th level, you can cast the Commune with Nature spell, but only as a ritual.
Totemic Attunement
At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
SHARK: While you're raging, your teeth become sharp and serrated, growing in rows in your mouth. You can use a bonus action on your turn to bite a creature, dealing 2d6 + your Strength modifier piercing damage. On a hit, the creature is grappled and restrained (escape DC = 8 + your Strength modifier + your proficiency bonus).
A few more real, and extant sharks. I'm proud of these three because I broke away from the Blood Frenzy and Pack Tactics mechanics I've been copy+pasting from the existing sharks to give them their own unique mechanics.
SensesBlindsight 30 ft., Tremorsense 60 ft. (detects vibrations in water), Passive Perception 10
Languages - -
Challenge1/2 (100 XP)
TRAITS
Assassin. When the shark hits a creature with a melee attack while it has advantage against it, the shark automatically scores a critical hit.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tail.Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and each creature within 10 feet of the target must succeed in a DC 12 Constitution saving throw, taking 2 (1d4) thunder damage and being stunned for 1 minute on a failed saving throw. A creature stunned by this action may repeat this saving throw at the end of each of its turns, ending the effect on a successful save.
DESCRIPTION
Of its overall body length of 20 feet, approximately half of that is accounted for by the thresher shark's long tail fluke, which it uses like a whip, producing a shock wave of sound to stun its prey.
Sneak Attack. Once per turn, the shark can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll.
Surprising Reach. The shark has advantage on an attack roll against a creature that is more than 5 feet away from it.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it is grappled (escape DC 12). If the creature is Large or smaller, it it pulled 5 feet towards the shark.
Chew. The shark reapplies its bite damage to a creature it is grappling.
Rostrum.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature not grappled by the shark. Hit: 5 (1d6 + 2) bludgeoning or slashing damage. If a creature is currently grappled by the shark when it makes this attack against another creature, the grappled creature is subject to damage from the shark's chew.
DESCRIPTION
This deep sea shark is truly bizarre. First, its snout is greatly elongated and flattened, forming a dagger-like blade. Next, when it bites, its jaws shoot forward out of its head like some sort of creature from wildspace or the Far Realm. Finally: it's bright pink. A fully grown specimen can reach 12 feet in length, though individuals measuring half that size are far more common.
Grappler. The shark has advantage on attack rolls against any creature grappled by it.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the shark can't bite another target.
Constrict.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the shark can't constrict another target.
DESCRIPTION
Often confused for a juvenile sea serpent, this deep sea shark possess a serpentine body and large jaws which can be unhinged to swallow prey as large as itself. While they are slow swimmers, their long bodies are limber and flexible. A fully grown specimen measures 5 to 7 feet long.
@TheDnDestroyer: Here's my take on Hybodus, the archetypal species for hybodonts. While I didn't dislike the image you provided, I ended up using the one I'd tracked down and edited previously (plz no b mad)
Blood Frenzy. The hybodus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Venomous Spines. The hybodus has venomous spines protruding from its dorsal fins. Whenever a creature touches the hybodus or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 5, the attack occurs normally. On a 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The hybodus can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Gore.Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
REACTIONS
Gore. When the hybodus is subjected to a melee weapon or spell attack from a creature within 5 feet of it, it can use its reaction to make a gore attack against that creature.
DESCRIPTION
Measuring up to 8 feet long, hybodus is an ancient shark bearing spines on its dorsal fins and horns on its head. It is a hardy species, capable of a adapting to all manner of aquatic environments with ease.
LanguagesUnderstands but cannot speak Deep Speech and Undercommon.
Challenge 7 (2,900 XP)
TRAITS
Amphibious. The arpaxion can breathe air and water.
Blood Frenzy. The arpaxion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Creature Sense. The arpaxion is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. The arpaxion has advantage on saving throws against spells and other magical effects.
ACTIONS
Bite.Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 5 (1d10) psychic damage. If the target is a creature, it is grappled and restrained.
Extract Brain. The arpaxion make a bite attack against a creature it is grappling. On a hit, the target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the arpaxion kills the target by extracting and devouring its brain.
DESCRIPTION
An abominable creature resulting from the implantation of an illithid tadpole into a shark or wereshark. While generally the shape of a large humanoid with the head, tail, and fins of a shark, the arpaxion's upper jaw remains that of a shark's while the lower has been horribly mutated into a cluster of four tentacles lined with shark teeth. They are often created to serve as guard-dogs for water ways near illithid communities.
SHARK WEEK!
This year will mark Shark Week's 30th year of bringing us teeth gnashing, cage thrashing, seal bashing, boat crashing educational programming about the most feared creatures on the planet. Why not celebrate this momentous occasion dedicated to educating the public about sharks in the hopes to help conserve them and stem the global mass slaughter of the misunderstood creatures... Than by throwing your players into a kill or be killed (and eaten) shark encounter.
Over the next few weeks, I will be generating and posting shark-themed game materials in this thread for the sole purpose of spreading the shark love by encouraging shark hate (madness, I know, but I never said I was sane...). Feel free to use them as you see fit. If you actually use them to make a Shark Week encounter, jawsome! I'd love to hear what you did! If you just want to use them for a random sharky encounter down the road, because you're too busy watching Shark Week to play D&D: shark on!
Please note: 100% of the images used below I found via google search. Most I editted to my liking (extensively in some cases), some I posted as-is, and some I did a bit of coloring for. However, I did not draw a single monster: it is not my artwork, just my editting.
TO DO LIST:
MONSTER STATS:
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
First up is a map. A sharky map. I call this the Sharkipelago, an ideal place to have players encouter countless waves of sharks. In my own campaign I'll be naming it Motumano, which translates roughly in various Polynesian languages (I draw heavily on Fijian, Hawaiian, and Maori throughout this thread) to... well... "Shark Archipelago".
SHARKIPELGAO
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Next up: sharks of all sizes.
We currently have the medium reef shark, the large hunter shark, and the huge giant shark. I would like to introduce sharks that fill in the size gaps: the tiny pygmy shark (and its swarm), the small sand shark, and the gargantuan colossal shark.
PYGMY SHARK
PYGMY SHARK
Tiny beast (misc creature), unaligned
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Senses Darkvision 60 ft., Passive Perception 8
Languages - -
Challenge 0 (10 XP)
TRAITS
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.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
DESCRIPTION
No larger than a foot in length, pygmy sharks are not as intimidating as their larger cousins, but are no less vicious. They tend to attack in groups, working themselves into a feeding frenzy just like their larger kin.
Environments: Underwater
SWARM OF PYGMY SHARKS
SWARM OF PYGMY SHARKS
Medium beast (misc creature), unaligned
Armor Class 13
Hit Points 28 (8d8 - 8)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Senses Darkvision 60 ft., Passive Perception 8
Languages - -
Challenge 1 (200 XP)
TRAITS
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny pygmy shark. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Environments: Underwater
SAND SHARK
SAND SHARK
Small beast (misc creature), unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
11 (+0)
1 (-5)
10 (+0)
3 (-4)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 1/8 (25 XP)
TRAITS
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.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
DESCRIPTION
Sand shark is the term used to describe any small shark that inhabits very shallow waters, deriving their name from the beaches and sandy bottom of the shoreline waters where they live. There are two general varieties of sand shark, true sand sharks, and seasonal sand shark. True sand sharks are small sharks that as a species make a habit of living near the shoreline gathering in small packs to hunt. A full-grown specimen of a true sand shark measures 2 to 4 feet long. A seasonal sand shark is more often than not a juvenile of another shark species that inhabits the shoreline shallows for protection until it is large enough to fend for itself in deeper waters.
Environments: Coastal, Underwater
COLOSSAL SHARK
COLOSSAL SHARK
Gargantuan beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 262 (15d20 + 105)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9)
9 (-1)
25 (+7)
1 (-5)
10 (+0)
5 (-3)
Senses Passive Perception 13
Languages - -
Challenge 9 (5,000 XP)
TRAITS
Filter Feeding. When the shark moves, it can enter a Large or smaller creature's space. The first time it enters a creature's space, that creature must succeed on a DC 22 Dexterity saving throw, being swallowed on a failed save.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the shark. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 21 (6d6) acid damage at the start of each of the shark's turns.
If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the shark. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
DESCRIPTION
A colossal shark is 40 feet long and normally found swimming near the surface far out in the open sea. While massive in size, they lack the aggression of their smaller kin. Despite their gentle demeanor, however, their sheer size can make them an unwitting threat to smaller creatures.
Environments: Underwater
Encounter Ideas:
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Megalodon, the sharkiest shark to ever shark. This is a rather large entry, because I'm fond of giving DMs lots of options when it comes to Legendary monsters for boss fights. I designed this particular monster specifically for Shark Week, incorporating white shark behaviors that are filmed and shown ever year. Plus, there was that megalodon mockumentary a few years ago. Behaviors included breaching (breach attack), tail slapping (tail attack), and exploratory bumping (ram attack). I also gave a nod to denticles, the tooth-shaped structures on a shark's skin that give it its rough feel and help both stream line it through the water and make it difficult for parasite to attach themselves.
MEGALODON
MEGALODON
Gargantuan beast (misc creature), unaligned
Armor Class 18 (Natural Armor)
Hit Points 297 (17d20 + 119)
Speed 0 ft., swim 80 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9)
14 (+2)
24 (+7)
1 (-5)
12 (+1)
6 (-2)
Skills Perception +13, Stealth +14
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 23
Languages - -
Challenge 17 (18,000 XP)
TRAITS
Blood Frenzy. The megalodon has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. The megalodon’s skin is covered in razor sharp, tooth-like scales. A creature that touches the megalodon or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage.
Siege Monster. The megalodon deals double damage to objects and structures.
Water Breathing. The megalodon can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 41 (5d12 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the megalodon can't bite another target.
Breach (Recharge 5–6). The megalodon can leap out of the water to attack creatures on the water's surface or hovering above it. The megalodon uses the Dash action to move vertically upwards towards a target. The target may be any creature or object floating on or flying up to 80 feet above the water's surface. If the megalodon moves at least 80 feet before reaching the surface, it may launch itself from the water up to half the distance it traveled during its Dash action into the air. The megalodon can then make a bite attack against the target. If the bite attack misses, the megalodon uses its ram attack against the same target, with the movement taken during this action counting as the movement requirement for that attack.
Ram. If the megalodon moves at least 30 feet as part of its movement, it can then use this action to move into a 15-foot cube, centered on the tip of the megalodon's snout, that contains one or more other creatures. Each creature in the area must succeed on a DC 23 Strength or Dexterity saving throw (target's choice) or take 30 (6d6 + 9) bludgeoning damage, and be stunned for 1 minute. On a successful save, the creature takes only half the damage, isn't stunned, and is pushed out of the megalodon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the megalodon's space.
A creature stunned by this action can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow. The megalodon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the megalodon, and it takes 28 (8d6) acid damage at the start of each of the megalodon's turns.
If the megalodon takes 30 damage or more on a single turn from a creature inside it, the megalodon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures,which fall prone in a space within 10 feet of the megalodon. If the megalodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Tail. The megalodon whips its tail in a 30-foot cone originating in the space immediately behind its dorsal fin. Any creature in the area must make a DC 23 Constitution saving throw, taking 18 (2d8 + 9) thunder damage and being stunned for 1 minute on a failed save, or half as much damage without being stunned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The megalodon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Bump. The megalodon moves 30 feet and makes one ram attack at the end of the movement.
Dart. The megalodon moves up to its full swim speed.
Thrash. The megalodon makes one tail attack.
Chomp (Costs 2 Actions). The megalodon makes one bite attack or uses its Swallow.
Death from Below (Costs 3 Actions). The megalodon makes a breach attack. The megalodon must be at least 80 feet below its target before using this action.
DESCRIPTION
A megalodon is an ancient species of shark. Reaching 60 feet in length and weighing 60 tons it is one of the largest to have ever lived. Fortunately it is a rare, solitary creature that lives far out to sea, preferring the lightless reaches of the deep. However, from time to time it has been known to prowl the surface. Utterly fearless, it preys on anything that crosses its path, including whales, ships, dragon turtles, and other megalodons.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
SCARY FLYING SHARK!
This creature I spun up partially because it was pretty much inevitable for any Shark Week themed encounter... and also becase my two year old son recently discovered the children's song linked above and has been running around my house for the past week with his 3' long plush shark held over his head singing it at the top of his lungs. (This one's for you, kid).
The 2nd Monstrous Compendium for Planescape brought us the terlen. Originally, it was described as a shark or snake like amphibian that had adapted the ability to fly, and was a widespread creature, dwelling on multiple planes. Originally, it looked like this:
It made a return in 3rd edition as part of the Fiend Folio. It was given a swimming speed, flying speed, and oddly... a walking speed... of 60' each, and no explanation as to how a creature that swims and flies but has no feet was able to move so quickly along the ground. It went from being "shark or snake like amphibian" to "shark with wings" looking like this:
While the idea of a flying predatory amphibian was cool, I actually preferred the idea of winged shark; though I thought the walking speed and limitless ability to fly was silly. So, here is my re-imagining of the terlen for 5e. It's a bit weaker than its previous versions, but that's in part because I wanted to try and make it less of a supernatural interplanar entity and make it a plain old shark that took a page out of the flying fish's book.
FLYING SHARK
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Acrobatics +4, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages - -
Challenge 1/2 (100 XP)
TRAITS
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Glide. When the shark begins to fall, it gains a fly speed equal to its swim speed. While gliding, the shark automatically descends 5 feet per turn. It can't ascend vertically, but may use its speed to descend or move horizontally in any direction. The shark can hold its breath for 1 minute before it begins suffocating.
Standing Leap. The shark's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
DESCRIPTION
Also known as a terlen, a flying shark possess a pair of large and powerful pectoral fins which it uses like a set of wings to glide through the air after leaping out of the water. They are a hearty and adaptive species that have managed to spread over multiple planes. A full-grown specimen measures 7 to 13 feet long.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Sharknado.
Yeah. I went there.
I'm not the first DM to make one. I definitely won't be the last. But the majority of existing sharknado monsters I've seen have been just that: monsters. Now, that's not to say they haven't been good; just that they aren't the kind of sharknado I was looking for as an end-game boss (which is how I intend to end my own shark week encounter). So I made my own; one that I hope feels more like an unstoppable (un)natural disaster that players have to find a way to deal with than it does a monster encounter.
SELACHIAN CYCLONE (SHARKNADO MONSTER)
Gargantuan elemental (construct, elemental, misc creature, monstrosity, titan), unaligned
Armor Class 20 (Natural Armor)
Hit Points 525 (30d20 + 210)
Speed 30 ft., (60 ft. if moving over water) , fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
25 (+7)
25 (+7)
1 (-5)
25 (+7)
25 (+7)
Saving Throws STR +15, DEX +15, CON +15, INT +3, WIS +15, CHA +15
Damage Vulnerabilities Force
Damage Resistances Cold, Fire, Lightning, Necrotic, Radiant, Thunder
Damage Immunities Acid, Bludgeoning, Piercing, Poison, Psychic, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses Unknown, Passive Perception 17
Languages - -
Challenge 27 (105,000 XP)
TRAITS
Freedom of Movement. The storm ignores difficult terrain, and magical effects can't reduce its speed.
Swarm. The storm is an amorphous mass containing an endless swarm of sharks. The storm can occupy another creature's space and vice versa, and the storm can move through any opening large enough for a Medium shark.
Tropical Storm. At the start of the storm's turn, if at least 1 space it occupies is in, on, or over water it regains 25 hit points. If all spaces it occupies are on or over land at the start of its turn, it loses 50 hit points. This damage cannot be reduced in any way.
Water Walk. The storm move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground. While moving over water, the storm moves at double its normal walking speed.
Whirlwind. When the storm moves into a creature's space or vice versa, that creature is affected as it would be by a whirlwind spell (DC 20), treating the storm as the whirlwind. Increase the size of creatures or objects the spell affects by 1 size category. This spell effect has an indefinite duration, ending only when the storm is reduced to 0 hit points.
ACTIONS
Rain of Sharks. The storm rains down ravenous sharks, which land in unoccupied spaces within 30 feet of the storm, or within the storm's space. Roll a d6 to determine what sharks appear.
The sharks are hostile to all creatures, except the storm. Roll initiative for the summoned sharks as a group, which has its own turns. The sharks pursue and attack the nearest non-sharks to the best of their ability.
Sharks summoned by the storm gain a walking speed of 10 feet, and are immune to any damage or condition inflicted by the storm, but are sucked up by the storm when they enter its space or the storm enters theirs as though they were objects. While in the storm's space, a shark summoned by the storm gains a fly speed equal to its swim speed, moves with the storm when the storm moves, and can move freely within the storm's space during its turn. If the shark leaves the storm's space, it drops to the ground. A shark that ends its turn outside of at least 5 feet of water or outside the storm's space begins suffocating.
REACTIONS
Sharkastatic Reply. When the storm is subjected to damage, it can use its rain of sharks as a reaction.
The Sharkest Hour. The first time the storm is reduced to half its hit points or less, it uses its rain of sharks two times as a reaction.
Aftershark. When the storm is reduced to 0 hit points, it uses its rain of sharks three times before dissipating.
LEGENDARY ACTIONS
The storm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The storm regains spent legendary actions at the start of its turn.
Heart of Sharkness (Costs 3 Actions). Each shark summoned by the storm within 120 feet of it can use its reaction to move up to half its speed and make a bite attack against a non-shark creature.
It Was a Shark and Stormy Night. The storm makes a rain of sharks attack.
Shark Attack... Attack! A shark within the storm makes a bite attack against creature within 5 feet of the storm. Roll a d6 to determine the type of shark using the Shark Attack table below.
Sharkatapult. The storm makes a rain of sharks attack, but rather that appear in unoccupied spaces within 30 feet of the storm, the sharks appear in unoccupied spaces within a 10-foot-radius area centered on a space the storm can see up to 120 feet away. A number of creatures within that area equal the number of sharks that appear must succeed on a DC 23 Dexterity saving throw taking 14 (4d6) bludgeoning damage plus the bite damage for the type of sharks that appear on a failed saving throw.
Shark Weak. All non-shark creatures within 120 feet of the storm must succeed on a DC 23 Constitution saving throw. On a failed save, a target gains vulnerability to nonmagical piercing damage until the end of the storm's next turn. This effect overrides a target's immunity and resistance.
Sharkshooter. The storm ejects a shark, hurling it at a creature it can see within 120 feet of it. The target must succeed on a DC 23 Dexterity saving throw, taking 18 (4d8) bludgeoning damage plus the shark's bite damage and be knocked prone on a failed saving throw. The ejected shark then appears in an unoccupied space within 10 feet of the target. Roll a d6 to determine the type of shark using the Shark Attack table below.
Storm Off. The storm moves up to half its speed.
THE SHARK ATTACK TABLE
LAIR AND LAIR ACTIONS
As a storm, a selachian cyclone does not have a lair in the traditional sense; if does not live, and therefore has nowhere to do its living in. However, its presence has an obvious impact on the world around it. Perhaps a better term for a selachian cyclone's lair would be its disaster area.
Lair Actions
On initiative count 20 (losing initiative ties), the storm takes a lair action to cause one of the following effects; the storm can’t use the same effect two rounds in a row:
Regional Effects
The region containing a selachian cyclone is warped by the storm’s magic, which creates one or more of the following effects:
If the the selachian cyclone dies, these effects end after 1d8 hours.
DESCRIPTION
A raging tempest that rains down voracious sharks as it passes, the selachian cyclone is an un-natural disaster of divine-plague proportions. It is more an event than it is a monster, and like any other natural (or not) disaster, it is virtually unstoppable.
Environments: Coastal, Underwater, Urban
I also made a spell version that I intend to award to my players should they beat the sharknado.
SELACHIAN CYCLONE (SHARKNADO SPELL)
LEVEL 9th
CASTING TIME 1 ACTION
RANGE/AREA Sight (10 ft *)
COMPONENTS V, S, M (a handful of shark teeth, which the spell consumes)
DURATION 1 Minute (Concentration)
SCHOOL Conjuration
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Bludgeoning, Summoning
A strong wind bearing the scents of fish, kelp, and the sea kicks up as the skies darken and fill with roiling green-tinted clouds. A whirlwind full of sharks howls down to a point that you can see on the ground. The whirlwind is a 10-foot-radius, 120-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Large or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the cyclone or that the cyclone enters its space, including when the cyclone first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the cyclone until the spell ends. When a creature starts its turn restrained by the cyclone, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the cyclone and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the cyclone and is hurled 3d6 × 10 feet away from it in a random direction.
Additionally, each round you maintain concentration on this spell, the storm rains down viscous predatory fish on your turn. Roll on the following table to determine what appears
You choose the unoccupied spaces within 30 feet of the cyclone where they appear, and may select spaces within the cyclone's area.
The sharks are hostile to all creatures, including you. Roll initiative for the summoned sharks as a group, which has its own turns. The sharks pursue and attack the nearest non-sharks to the best of their ability.
Sharks summoned by this spell gain a walking speed of 10 feet, and are immune to any damage or condition inflicted by the spell, but are sucked up by the cyclone when they enter its area or the cyclone enters theirs as though they were Large or smaller objects, regardless of a shark's actual size. While in the area of the spell's cyclone, a shark summoned by this spell gains a fly speed equal to its swim speed, moves with the cyclone when the cyclone moves, and can move freely within the cyclone's area during its turn. If the shark leaves the cyclone's area, it drops to the ground. A shark that ends its turn outside of water or outside the area of the cyclone begins suffocating.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
So I've already done one over-the-top ridiculous shark monster and opened the door for all those ludicrous critter The Asylum has produced. May as well do another one.
SHARKTOPUS
SHARKTOPUS
Large monstrosity, unaligned
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 10 ft., climb 10 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
19 (+4)
4 (-3)
10 (+0)
4 (-3)
Skills Perception +6, Stealth +8
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 16
Languages - -
Challenge 6 (2,300 XP)
TRAITS
Blood Frenzy. The sharktopus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Gripping Tentacles. The sharktopus's tentacles are covered with suckers which adhere to anything that it grapples. A Huge or smaller creature grappled by its tentacles has disadvantage on ability checks made to escape.
Heavy Hauler. As long as none of the creatures the sharktopus is grappling is larger than Medium, its speed is not reduced to zero due to grappling. Instead, its speed is reduced by 5 feet for each Medium or smaller creature it is grappling, to a minimum of 5 feet.
Hold Breath. While out of water, the sharktopus can hold its breath for 1 hour.
Spines. The sharktopus is covered in sharp needle-like spines. A creature that touches the sharktopus or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Underwater Camouflage. The sharktopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The sharktopus can breathe only underwater.
ACTIONS
Multiattack. The sharktopus makes three attacks: two with its tentacles, and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Clawed Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning, piercing, or slashing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sharktopus has eight tentacles, each of which can grapple only one target. The sharktopus can't use a tentacle that is grappling a creature to make a tentacle attack.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the sharktopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sharktopus can use the Dash action as a bonus action.
DESCRIPTION
A sharktopus is a magically engineered chimera with the head and fins of a shark and the tentacles of an octopus. Needle-sharp spikes protrude from its gill slits.
The sharktopus was originally developed by wizards at the behest of local seaside city-states to help combat piracy and smuggling. Unfortunately, they possess an shark's aggression (making them nearly impossible to train) and an octopus's knack for escape; several made their way to open waters before they could be destroyed.
Environments: Coastal, Underwater
3-HEADED SHARKTOPUS
(oh Lord what have I done...)
SHARKTOPUS
Huge monstrosity, unaligned
Armor Class 16 (Natural Armor)
Hit Points 243 (18d12 + 126)
Speed 10 ft., climb 10 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
16 (+3)
24 (+7)
4 (-3)
14 (+2)
8 (-1)
Skills Perception +10, Stealth +11
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 20
Languages - -
Challenge 12 (8,400 XP)
TRAITS
Blood Frenzy. The sharktopus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Gripping Tentacles. The sharktopus's tentacles are covered with suckers which adhere to anything that it grapples. A Gargantuan or smaller creature grappled by its tentacles has disadvantage on ability checks made to escape.
Heavy Hauler. As long as none of the creatures the sharktopus is grappling is larger than Large, its speed is not reduced to zero due to grappling. Instead, its speed is reduced by 5 feet for each Large or smaller creature it is grappling, to a minimum of 5 feet.
Hold Breath. While out of water, the sharktopus can hold its breath for 1 hour.
Multiple Heads. The sharktopus has three heads. While it has more than one head, the sharktopus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the sharktopus takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the sharktopus dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The sharktopus regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the sharktopus has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Spines. The sharktopus is covered in sharp needle-like spines. A creature that touches the sharktopus or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.
Underwater Camouflage. The sharktopus has advantage on Dexterity (Stealth) checks made while underwater.
Wakeful. While the sharktopus sleeps, at least one of its heads is awake.
Water Breathing. The sharktopus can breathe only underwater.
ACTIONS
Multiattack. The sharktopus makes as many bite attacks as it has heads, plus two tentacle attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Clawed Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning, piercing, or slashing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained. The sharktopus has eight tentacles, each of which can grapple only one target. The sharktopus can't use a tentacle that is grappling a creature to make a tentacle attack.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the sharktopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sharktopus can use the Dash action as a bonus action.
DESCRIPTION
A sharktopus is a magically engineered chimera with the head and fins of a shark and the tentacles of an octopus. Needle-sharp spikes protrude from its gill slits. This particular specimen seems to have been infused with hydra blood, granting it two extra heads which it can regrow when severed.
The sharktopus was originally developed by wizards at the behest of local seaside city-states to help combat piracy and smuggling. Unfortunately, they possess an shark's aggression (making them nearly impossible to train) and an octopus's knack for escape; several made their way to open waters before they could be destroyed.
Environments: Coastal, Underwater
5-HEADED SHARK
(someone help me, I just can't stop myself)
FIVE-HEADED SHARK
Huge monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 207 (18d12 + 90)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
21 (+5)
1 (-5)
10 (+0)
5 (-3)
Skills Perception +6
Senses Blindsight 30 ft., Passive Perception 16
Languages - -
Challenge 8 (3,900 XP)
TRAITS
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiple Heads. The shark has five heads. While it has more than one head, the shark has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the shark takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the shark dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The shark regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the shark has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the shark sleeps, at least one of its heads is awake.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Multiattack. The shark makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
A giant shark subjected to magical experimentation involving infusions of hydra blood, granting it four additional heads. Although its heads can be severed, the shark magically regrows them in short order.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Legged sharks?
Shark people? (Jawsome!)
Big Bitey:
The image for you legged sharks isn't loading; though shark people are on the way.EDIT: They loaded on my home computer. I can see them now.But first, a break from the ridiculous and something real.
While not exactly a shark, it was close enough for the guys that developed Hungry Shark Evolution to include it in their game early on. I present dunkleosteus, a shark-like armored fish that died out at the end of the Devonian period.
DUNKLEOSTEUS
DUNKLEOSTEUS
Huge beast (misc creature), unaligned
Armor Class 18 (Natural Armor)
Hit Points 159 (11d12 + 88)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
11 (+0)
26 (+8)
1 (-5)
10 (+0)
5 (-3)
Skills Stealth +3
Senses Darkvision 60 ft., Passive Perception 13
Languages - -
Challenge 6 (2,300 XP)
TRAITS
Armor Piercing. The jaws of the dunkleosteus are adapted to cut through the armor of its prey. When the dunkleosteus hits a target with its bite, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If a target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed.
Water Breathing. The dunkleosteus can breathe only underwater.
ACTIONS
Multiattack. The dunkleosteus can use its Vortex then its Bite.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) slashing damage.
Vortex. The dunkleosteus opens its giant mouth in a fraction of a second, creating a vortex that draws targets in. The dunkleosteus inhales water in a 15-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw, being pulled 15 feet towards the dunkleosteus in a straight line towards the cone's space of origin on a failed save, or 5 feet on a successful one.
DESCRIPTION
A dunkleosteus is 33-foot long, 4 ton fish similar in appearance to a shark with heavy bony plates forming shield armor around its head and jaws. Instead of teeth, a dunkleosteus possesses two pairs of sharp bony plates which forms a beak-like structure capable of cutting through the armor of its prey.
Densely muscled and heavily armored, dunkleosteus is a powerful but slow swimmer compared to other predators of similar size. Its diet consists of whatever it can catch, usually meaning other armored organisms (arthropods, fish, and molluscs), likewise slowed by their heavy defenses.
While on the whole it moves relatively slowly, it is capable of snapping its mouth open with such force and speed that it generates a small vortex, drawing prey in towards its jaws.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Sharks are cool. Dinosaurs are cool. So dinosaur sharks...?
Here are some prehistoric sharks.
HELICOPRION (BUZZSAW SHARK)
HELICOPRION
Huge beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
11 (+0)
21 (+5)
1 (-5)
10 (+0)
5 (-3)
Skills Perception +3
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Armor Piercing. The jaws of the helicoprion are adapted to cut through the armor of its prey. When the helicoprion hits a target with its bite, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If a target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed.
Blood Frenzy. The helicoprion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The helicoprion can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the helicoprion can't bite another target.
Grind. The helicoprion reapplies its bite damage to a creature it is grappling. This damage subjects the target to the helicoprion's Armor Piercing trait.
DESCRIPTION
An ancient shark species, 24 feet long and normally found in deep oceans. Its jaw forms a whorl reminiscent of a circular mill saw, and is adapted to shear through the armor of its prey.
Environments: Underwater
STETHACANTHUS (SPIKY ANVIL SHARK)
STETHACANTHUS
Small beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 3 (2d6 + 2)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
12 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 1/8 (25 XP)
TRAITS
Guerilla Pack Tactics. The stethacanthus has advantage on an attack roll against a creature if at least one of the stethacanthus' allies is within 40 feet of the creature and the ally isn't incapacitated.
Spines. The stethacanthus is covered in thorny spines. A creature that touches the stethacanthus or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Reactive. The stethacanthus can take one reaction on every turn in combat.
Water Breathing. The stethacanthus can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dart. The stethacanthus uses the Dash action as a bonus action.
Fin Whip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
REACTIONS
Fin Whip. When the stethacanthus moves through a space adjacent to another creature, it can make a fin whip attack against that creature as part of its movement action. If that creatures opts to make an opportunity attack against the stethacanthus, the one with the highest initiative makes its attack first.
DESCRIPTION
Measuring 2.5 feet long, the stethacanthus is a small species of ancient shark identified by the distinctive anvil-shaped first dorsal fin and spiny crests on the head and dorsal fin and long, whip-like structures behind their lateral fins. Stethacanthus made up for its small size with its speed and agility, and hunted in large packs.
Environments: Underwater
SQUATINACTIS (I AM BAT SHARK)
SQUATINACTIS
Tiny beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Senses Blindsight 30 ft., Passive Perception 8
Languages - -
Challenge 0 (10 XP)
TRAITS
Blood Frenzy. The squatinactis has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Stinger. The squatinactis’s tail bears a stinger that reflexively reacts in its defense. A creature that touches the squatinactis or hits it with a melee attack while within 5 feet of it takes 5 (1d4 + 3) piercing damage and must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Water Breathing. The squatinactis can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
DESCRIPTION
Squatinactis is a 1.5-foot-long ancient species of bottom-dwelling shark with wing-like pectoral fins as well as the whip tail, giving it an almost bat-like appearance. It bears a sharp barb on the tip of its tail, much like a stingray.
Environments: Underwater
SWARM OF SQUATINACTIS
SWARM OF SQUATINACTIS
Tiny beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 28 (8d8 - 8)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (-1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 30 ft., Passive Perception 8
Languages - -
Challenge 1 (200 XP)
TRAITS
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Stinger. The tails squatinactis in the swarm bear stingers that reflexively reacts in its defense. A creature that touches the squatinactis or hits it with a melee attack while within 5 feet of it takes 5 (1d4 + 3) piercing damage and must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny squatinactis. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Sting. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, and the target must make a DC 9 Constitution saving throw, taking 18 (4d8) poison damage, or 9 (2d8) poison damage if the swarm has half of its hit points or fewer, on a failed save, or half as much damage on a successful one.
DESCRIPTION
Squatinactis is a 1.5-foot-long ancient species of bottom-dwelling shark with wing-like pectoral fins as well as the whip tail, giving it an almost bat-like appearance. It bears a sharp barb on the tip of its tail, much like a stingray.
Environments: Underwater
XENACANTHUS (ELECTRIC POISONOUS SWAMP SHARK)
XENACANTHUS
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 5 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
14 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2, Stealth +4
Damage Resistances Lightning, Poison
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 1 (200 XP)
TRAITS
Blood Frenzy. The xenacanthus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Electrocyte. The xenacanthus possesses an electric organ. A creature that touches the xenacanthus or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage, and the creature must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature stunned by this trait can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. This organ itself is not magical.
Hold Breath. While out of water, the xenacanthus can hold its breath for 1 hour.
Venomous Spine. The xenacanthus has a venomous spine protruding from its skull. Whenever a creature touches the xenacanthus or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 5, the attack occurs normally. On a 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The xenacanthus can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Jolt. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature stunned by this action can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
DESCRIPTION
Xenacanthus is an ancient species of freshwater shark with a venomous spine projecting from the back of the head and a ribbon-like dorsal fin that runs the length of its back, giving it an appearance similar to an eel. It possess electrocytes: specialized organs that produce an electric current, allowing it to deliver a stunning jolt. A full-grown specimen measures 9 to 13 feet long.
Environments: Swamp
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
These are all so damned amazing! I love it!
Dungeonmastering since 1992!
I absolutely love this!
Here is some art for some sharks I would love to see featured
Hybodonts (devil horned prehistoric sharks)
Pseudomegachasma (giant vegetarian prehistoric shark)
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
Hybodont was on my "to-do" list, but to be honest, I hadn't heard of pseudomegachasma before. I'll do some research and add it to the list.
In the meantime, here's a shark man for Metamongoose.
WERESHARK
WERESHARK
Medium humanoid (shapechanger), neutral evil
Armor Class 10 In Humanoid Form, 12 In Shark And Hybrid Form
Hit Points 135 (18d8 + 54)
Speed 30 ft. in human or hybrid form (0 ft. in shark form), swim 30 ft. in hybrid form (60 ft. in shark form)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
11 (+0)
12 (+1)
13 (+1)
Skills Perception +7, Stealth +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 17
Languages Common (can't speak in shark form)
Challenge 5 (1,800 XP)
TRAITS
Amphibious (Hybrid Form Only). The wereshark can breathe air and water.
Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.
Water Breathing (Shark Form Only). The shark can breathe only underwater.
ACTIONS
Multiattack. In shark form, the wereshark makes one bite and one tail attack. In humanoid form, it makes two trident attacks. In hybrid form, it makes two weapon attacks, only 1 of which can be its bite.
Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.
Tail (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage, and the target must succeed in a DC 14 Strength saving throw or be knocked prone
Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used in two hands to make a melee attack.
DESCRIPTION
A wereshark is a savage predator that can appear as a humanoid, as a shark, or in a terrifying hybrid form—a well-muscled humanoid body with the head, tail, and fins of a shark.
Environments: Coastal, Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Time for a fantasy shark, I think...
DRAGON SHARK
DRAGON SHARK
Gargantuan dragon, neutral evil
Armor Class 19 (Natural Armor)
Hit Points 444 (24d20 + 192)
Speed 20 ft., swim 80 ft.
STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
27 (+8)
18 (+4)
17 (+3)
21 (+5)
Saving Throws DEX +9, CON +15, WIS +10, CHA +12
Skills Intimidation +12, Perception +17, Stealth +9
Damage Immunities Cold, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Aquan, Draconic, Sahuagin
Challenge 22 (41,000 XP)
TRAITS
Amphibious. The dragon shark can breathe air and water.
Blood Frenzy. The dragon shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. The dragon’s skin is covered in razor sharp, tooth-like scales. A creature that touches the dragon shark or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage.
Legendary Resistance (3/Day). If the dragon shark fails a saving throw, it can choose to succeed instead.
Shark Telepathy. The dragon shark can magically command any sahuagin or shark within 120 feet of it, using a limited telepathy.
ACTIONS
Multiattack. The dragon shark can use its Frightful Presence. It then makes three attacks: one with its bite and two with its fins. It can use its Swallow instead of its bite
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the dragon shark can't bite another target.
Fin. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon shark and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Swallow. The dragon shark makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 28 (8d6) acid damage at the start of each of the dragon's turns.
If the dragon shark takes 30 damage or more on a single turn from a creature inside it, the dragon shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
If a creature dies while swallowed by the dragon shark, the dragon shark regains hit points equal to that creature's Constitution modifier x 10.
Breath Weapons (Recharge 5–6). The dragon shark uses one of the following breath weapons.
Cold Breath. The dragon shark exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon shark exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The dragon shark can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon shark regains spent legendary actions at the start of its turn.
Detect. The dragon shark makes a Wisdom (Perception) check.
Tail Attack. The dragon shark makes a tail attack.
Chomp (Costs 2 Actions). The dragon shark makes one bite attack or uses its Swallow.
LAIR AND LAIR ACTIONS
A Dragon Shark’s Lair
Dragon sharks make their homes in sea caves and the wrecks of large ships. Savage and unsophisticated, theirs lairs often contain solely their hoards, though they are often infested with sharks and sahuagin which serve as both servants and snacks should they incur the dragon shark's displeasure.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
Regional Effects
The region containing a legendary dragon shark’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
If the dragon shark dies, these effects fade in 1d10 days.
DESCRIPTION
Dragon sharks are distantly related to dragons, appearing as huge shark-like creatures with a long tail, multiple blade-like fins, and massive jaws filled with multiple rows of teeth. Sahuagin will often flock to a dragon shark's territory, viewing these rare dragons as envoys or lesser incarnations of Sekolah, their shark god.
They are known to attack ships, sailors thrown overboard and claiming any cargo for its treasure hoard. They are also known to gather sahuagin and raid the lairs of dragon turtles or other dragon sharks.
Solitary and aggressive, a female dragon shark claims a territory with a 50-mile radius, and will attack and eat or enslave any other member of dragon-kind to trespass in its domain, including (especially) other dragon sharks. The only exception is during mating season, when they will allow the smaller, transient males passage.
Males are expected to bring a prospective mate a gift of food or treasure. Failure to do so, or providing a gift she deems unworthy may result in a larger female attacking and eating a would-be mate. Wyrmlings are born live rather than hatched from eggs, and are driven from their mother's territory shortly after birth.
Their savage nature and cannibalistic habits go a long way in keeping their numbers low, making them a rare species.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Expanded shark options for the Barbarian: Path of the Totem Warrior.
SHARK TOTEM
Path of the Totem Warrior (Shark Totem Options)
Spirit Seeker
You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Spirit Walker
At 10th level, you can cast the Commune with Nature spell, but only as a ritual.
Totemic Attunement
At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
A few more real, and extant sharks. I'm proud of these three because I broke away from the Blood Frenzy and Pack Tactics mechanics I've been copy+pasting from the existing sharks to give them their own unique mechanics.THRESHER SHARK
THRESHER SHARK
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
14 (+2)
13 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Acrobatics +4
Senses Blindsight 30 ft., Tremorsense 60 ft. (detects vibrations in water), Passive Perception 10
Languages - -
Challenge1/2 (100 XP)
TRAITS
Assassin. When the shark hits a creature with a melee attack while it has advantage against it, the shark automatically scores a critical hit.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and each creature within 10 feet of the target must succeed in a DC 12 Constitution saving throw, taking 2 (1d4) thunder damage and being stunned for 1 minute on a failed saving throw. A creature stunned by this action may repeat this saving throw at the end of each of its turns, ending the effect on a successful save.
DESCRIPTION
Of its overall body length of 20 feet, approximately half of that is accounted for by the thresher shark's long tail fluke, which it uses like a whip, producing a shock wave of sound to stun its prey.
Environments: Underwater
GOBLIN SHARK
GOBLIN SHARK
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2, Stealth +3
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages - -
Challenge1/2 (100 XP)
TRAITS
Sneak Attack. Once per turn, the shark can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll.
Surprising Reach. The shark has advantage on an attack roll against a creature that is more than 5 feet away from it.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it is grappled (escape DC 12). If the creature is Large or smaller, it it pulled 5 feet towards the shark.
Chew. The shark reapplies its bite damage to a creature it is grappling.
Rostrum. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature not grappled by the shark. Hit: 5 (1d6 + 2) bludgeoning or slashing damage. If a creature is currently grappled by the shark when it makes this attack against another creature, the grappled creature is subject to damage from the shark's chew.
DESCRIPTION
This deep sea shark is truly bizarre. First, its snout is greatly elongated and flattened, forming a dagger-like blade. Next, when it bites, its jaws shoot forward out of its head like some sort of creature from wildspace or the Far Realm. Finally: it's bright pink. A fully grown specimen can reach 12 feet in length, though individuals measuring half that size are far more common.
Environments: Underwater
SERPENT SHARK (FRILLED SHARK)
SERPENT SHARK
Medium beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 27 (5d8 + 5)
Speed 0 ft., swim 25 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2, Stealth +5
Senses Blindsight 30 ft., Darkvision 60 ft., Tremorsense 120 ft. (detects vibrations in water), Passive Perception 12
Languages - -
Challenge1/2 (100 XP)
TRAITS
Grappler. The shark has advantage on attack rolls against any creature grappled by it.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the shark can't bite another target.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the shark can't constrict another target.
DESCRIPTION
Often confused for a juvenile sea serpent, this deep sea shark possess a serpentine body and large jaws which can be unhinged to swallow prey as large as itself. While they are slow swimmers, their long bodies are limber and flexible. A fully grown specimen measures 5 to 7 feet long.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
@TheDnDestroyer: Here's my take on Hybodus, the archetypal species for hybodonts. While I didn't dislike the image you provided, I ended up using the one I'd tracked down and edited previously (plz no b mad)
HYBODUS
HYBODUS
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
13 (+1)
1 (-5)
10 (+0)
3 (-4)
Skills Perception +2
Senses Darkvision 30 ft., Passive Perception 12
Languages - -
Challenge1/2 (100 XP)
TRAITS
Blood Frenzy. The hybodus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Venomous Spines. The hybodus has venomous spines protruding from its dorsal fins. Whenever a creature touches the hybodus or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 5, the attack occurs normally. On a 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The hybodus can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Gore. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
REACTIONS
Gore. When the hybodus is subjected to a melee weapon or spell attack from a creature within 5 feet of it, it can use its reaction to make a gore attack against that creature.
DESCRIPTION
Measuring up to 8 feet long, hybodus is an ancient shark bearing spines on its dorsal fins and horns on its head. It is a hardy species, capable of a adapting to all manner of aquatic environments with ease.
Environments: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
This is a good thread, hail Sekolah!
I felt this one was also inevitable:
LASER SHARK
LASER SHARK
Huge beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (+0)
21 (+5)
1 (-5)
10 (+0)
5 (-3)
Skills Perception +3
Senses Blindsight 60 ft., Passive Perception 13
Languages - -
Challenge 5 (1,800 XP)
TRAITS
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.
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Laser. Ranged Weapon Attack: +0 to hit, range 100/300 ft., one target. Hit: 13 (3d8) radiant damage.
DESCRIPTION
It's a shark with a frickin' laser beam attached to its head!
Environments: Underwater, Urban
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Mind Flayer Shark time...
ARPAXION (MIND FLAYER SHARK)
ARPAXION
Large aberration (Mind Flayer, misc creature), lawful evil
Armor Class 13
Hit Points 105 (14d10 + 28)
Speed 25 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
13 (+1)
15 (+2)
10 (+0)
10 (+0)
10 (+0)
Saving Throws INT +3, WIS +3, CHA +3
Skills Perception +3, Stealth +4
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13
Languages Understands but cannot speak Deep Speech and Undercommon.
Challenge 7 (2,900 XP)
TRAITS
Amphibious. The arpaxion can breathe air and water.
Blood Frenzy. The arpaxion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Creature Sense. The arpaxion is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. The arpaxion has advantage on saving throws against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 5 (1d10) psychic damage. If the target is a creature, it is grappled and restrained.
Extract Brain. The arpaxion make a bite attack against a creature it is grappling. On a hit, the target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the arpaxion kills the target by extracting and devouring its brain.
DESCRIPTION
An abominable creature resulting from the implantation of an illithid tadpole into a shark or wereshark. While generally the shape of a large humanoid with the head, tail, and fins of a shark, the arpaxion's upper jaw remains that of a shark's while the lower has been horribly mutated into a cluster of four tentacles lined with shark teeth. They are often created to serve as guard-dogs for water ways near illithid communities.
Environments: Underdark, Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters