Two more real world entries. The Sawfish (which is technically not a shark, but as a batoid like skates and rays, is related to them) and the sawshark (which is a true shark, but is kind of unimpressive when compared to its non-shark cousin, but is kind of adorable)
Hacksaw. The first time the sawfish hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Water Breathing. The sawfish can breathe only underwater.
ACTIONS
Rostrum.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
DESCRIPTION
A sawfish is a large, flat, shark-like fish with a large saw shaped bill lined in needle-like teeth. Its bill, also known as a rostrum, has long been used as a traditional melee weapon along the tropical shores the fish can be found. A fully grown sawfish is 21 to 25 feet long; approximately a full third of their length is made up by their rostrum.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hacksaw. The first time the shark hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Rostrum. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
DESCRIPTION
A sawshark is a 3-foot-long shark with a long bill edged with teeth and equipped with sensory barbels extending from its snout. Their toothy bills are prized as both trophies and as materials for exotic weapons. They are often found resting on the seafloor in subtropical waters.
Blood Frenzy. The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Magic Resistance. The devil shark has advantage on saving throws against spells and other magical effects.
Magic Weapons. The devil shark's weapon attacks are magical.
Water Breathing.The devil shark can breathe only underwater.
ACTIONS
Multiattack. The devil shark makes two attacks: one with its bite, and one with its tail. It can use its thrash instead of its tail.
Bite.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 10 (3d6) cold damage. If the target is Medium or smaller, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, the devil shark can automatically hit the target with its bite, and the devil shark can't make bite attacks against other targets.
Tail.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage bludgeoning damage plus 10 (3d6) cold damage.
Thrash.Melee Weapon Attack: +10 to hit, reach 5 ft., all creatures in range. Hit: 20 (2d12 + 7) bludgeoning damage plus 10 (3d6) cold damage.
DESCRIPTION
Devil sharks are fiends native to the freezing seas of Stygia, the Fifth Hell. Resembling giant sharks with horn-like fines and spiked ridges along their backs, they are the servants and soldiers of Sekolah the Shark God.
Blood Frenzy. The skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.
ACTIONS
Bite.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
The reanimated skeleton of a giant shark. The only true bones in a shark's skeleton are those of its jaws and teeth, the rest is composed of much softer cartilage. This means that unless properly preserved, a shark skeleton decays much more quickly than other skeletons.
Environments: Underwater
SHARKATAPULT
SHARKATAPULT
Huge construct, unaligned
Armor Class 16 (Natural Armor)
Hit Points150 (12d12 + 72)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
23 (+6)
1 (-5)
10 (+0)
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
LanguagesUnderstands commands given in any language by its operator but can't speak
Challenge 5 (1,800 XP)
TRAITS
Magic Resistance. The sharkatapult has advantage on saving throws against spells and other magical effects.
Minimum Range. The sharkatapult cannot attack a target that is less than 60 feet away from it.
Siege Monster. The sharkatapult deals double damage to objects and structures.
Unreactive. The sharkatapult cannot take reactions.
ACTIONS
Ready! The sharkatapult summons one of the following into its payload bucket: one giant shark, two hunter sharks, or four reef sharks.
Sharks summoned by this action gain a walking speed of 10 feet, and are immune to any damage incurred from falling or by colliding with a target. A shark that ends its turn outside of water or the payload bucket begins suffocating as normal.
A shark summoned by this action is stunned until it is fired from the payload bucket with the Fire action.
Aim! The sharkatapult must have one or more sharks in its payload bucket to perform this action. The sharkatapult designates a target in range of its catapult attack.
Fire! The sharkatapult must have a designated target to perform this action. If the designated target is 60 feet or more away from the sharkatapult, it fires its payload, making the following ranged weapon attack:
Catapult.Ranged Weapon Attack: +8 to hit, range 200/800 ft., the target designated by the Aim action and all creatures within 5 feet of that target. Hit: 32 (5d10 + 5) bludgeoning damage.
Each shark fired from the sharkatapult's payload then appears in the nearest unoccupied space to the designated target.
A shark fired from the sharkatapult is hostile to all creatures. 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.
DESCRIPTION
A sharkatapult is a magical construct and siege engine with the form and function of a catapult that summons and then launches live sharks into enemy ranks and fortifications.
Ambusher. The shark has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the shark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Underwater Camouflage. While the shark remains motionless on the sea floor, it has advantage on Dexterity (Stealth) checks.
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
An angel shark is a small shark with a flattened body and broad pectoral fins, causing it to resemble a stingray. Their name is derived from the wing-like appearance of their wings. Found in tropical and temperate seas, the angel shark is an accomplished ambush predator that spends most of its time resting on the sea floor or partially buried beneath it, waiting for prey to pass by. A full-grown specimen measures 4 to 7 feet long
Environments: Underwater
BASKING SHARK
BASKING SHARK
Huge beast (misc creature), unaligned
Armor Class13 (Natural Armor)
Hit Points150 (12d12 + 72)
Speed0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
24 (+7)
1 (-5)
10 (+0)
5 (-3)
SensesPassive Perception 13
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Filter Feeding. When the shark moves, it can enter a Medium or smaller creature's space. The first time it enters a creature's space, that creature must succeed on a DC 15 Dexterity saving throw, being swallowed on a failed save.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 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 14 (4d6) acid damage at the start of each of the shark's turns.
If the shark takes 20 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 10 feet of movement, exiting prone.
DESCRIPTION
A basking shark is a filter-feeding shark recognized for its disproportionately large mouth. While not particularly aggressive, their size and feeding habit of swimming along with their massive jaws open wide and swallowing everything caught inside can make these gentle giants an unwitting threat. A fully grown basking shark is 20 to 26 feet long.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Senses.The shark has advantage on Wisdom (Perception) checks.
Night Hunter. The shark is non-aggressive during the day and will not attack unless attacked.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible. During the day, they are fairly docile, but as night falls they become aggressive and effective predators. A fully grown hammerhead shark is 15 to 20 feet long.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the shark can't bite another target.
Swallow. The shark makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 10 (3d6) acid damage at the start of each of the shark's turns. The shark can have only one target swallowed at a time. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
DESCRIPTION
A megamouth shark is an elusive deep water shark with a flabby body, silvery-white lips, and a mouth that shimmers with phosphorescence. They are poor swimmers, resting in deep waters by day, and rising from the depths at night to feed. As a filter feeder, its diet consists primarily of krill and jellyfish. A fully grown specimen is 13 to 18 feet long.
Docile. The shark is non-aggressive and will not attack unless attacked.
Sluggish.While not in combat, the shark moves at half its swim speed.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
DESCRIPTION
A nurse shark is a robust and hardy species that can be found in nearly any ocean environment. They are usually slow moving, often sedentary on the ocean floor. They are regarded as docile, but ironically are also one of the highest ranked shark species when it comes to attacks on humanoids. However, in 100% of cases, the bites have been defensive after a diver or swimmer harassed or mistreated the shark, most often due to its reputation as a docile creature. A fully grown nurse shark is 10 to 15 feet long.
SensesBlindsight 30 ft., Tremorsense 60 ft. (detects vibrations in water), Passive Perception 12
Languages - -
Challenge 1/2 (100 XP)
TRAITS
Ambusher.The shark has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the shark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.
Underwater Camouflage. While the shark remains motionless on the sea floor, it has advantage on Dexterity (Stealth) checks.
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
A bearded shark, also known as a wobbegong, is named for the whiskers surrounding its jaw. These whiskers are sensory organs, allowing the bearded shark to detect minute movements in the water. An ambush predator, it waits motionless on the sea floor, its flat body, weed-like whiskers, and coloration allowing it to blend in perfectly with its surroundings. A full-grown specimen measures 5 to 9.5 feet long.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Charge. If the shark moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) slashing damage.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
Edestus is an ancient species of shark with only a single row of teeth running down the middle of each jaw and protruding from its mouth; giving the shark its more common name: the scissor-tooth shark. A full-grown specimen can measure up to 20 feet long.
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: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
DESCRIPTION
Ptychodus is an ancient species of shark with rounded teeth which are covered in ridges. While they are huge animals, reaching over 30 feet in length, they are bottom-feeders with a diet consisting almost exclusively of shelled molluscs. Their teeth are perfectly adapted to holding and crushing slippery shells.
Tonic immobility is a natural state of paralysis which animals enter, often called animal hypnosis. In sharks, tonic immobility is most often accomplished by flipping a shark onto its back. A player may attempt to induce a state of tonic immobility in a shark by making a Strength (Athletics) or Dexterity (Acrobatics) check countered by one of the shark's own. On a success, the player flips the shark over. While the shark remains flipped over, it is incapacitated for fifteen minutes, or until it is flipped back over. When an attack roll is made against a shark in a tonic state, the attacking player must roll a d6. On a result of 5–6, the player's attack rights the shark, flipping it back over, ending the effect, regardless of the outcome of the attack roll.
Electric shark - Xenacanthus (poisonous, too). It can be found on the first page.
For necrotic ones, I have the wight shark (located on the second page), and the shark skeleton (above on this page). I also finished (but haven't posted yet) a shark ghost and 3 sizes of zombie shark.
Electric shark - Xenacanthus (poisonous, too). It can be found on the first page.
For necrotic ones, I have the wight shark (located on the second page), and the shark skeleton (above on this page). I also finished (but haven't posted yet) a shark ghost and 3 sizes of zombie shark.
Pack Tactics. The zombie 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.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
DESCRIPTION
The carcass of a reef shark raised from the dead as a zombie.
Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
The carcass of a hunter shark raised from the dead as a zombie.
Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
The carcass of a giant shark raised from the dead as a zombie.
Blood Frenzy. The ghost has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Ethereal Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 16 (3d10) force damage if it ends its turn inside an object.
ACTIONS
Withering Bite.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Frenzy (Recharge 6). One creature that the ghost can see within 30 feet of it must succeed on a DC 14 Charisma saving throw. A creature automatically succeeds if it is immune to being frightened or charmed. On a failed save, the target is stirred into a frenzied state and loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the effect ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the closest creature it can see within range of the attack, spell, or other ability it’s using. If the closest creature is out of range, the affected creature pursues the nearest creature to the best of its ability. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
The frenzy lasts until the creature drops to 0 hit points, the ghost ends it as a bonus action, or the ghost's influence is turned or forced out by an effect like the dispel evil and good spell. The target is immune to this ghost's Frenzy for 24 hours after succeeding on the saving throw or after the frenzy ends.
DESCRIPTION
A ghost shark is the soul of a once-living giant shark, haunting its old hunting grounds with a never-ending hunger. Instances of ghost sharks are rare, and are typically the result of necromancy.
Environments: Coastal, Underwater
VAMPIRE SHARK
VAMPIRE SHARK
Medium undead, neutral evil
Armor Class15 (Natural Armor)
Hit Points90 (12d8 + 36)
Speed0 ft., in shark form, 30 ft. in humanoid form , swim 40 ft. in shark form, 0 ft. in humanoid form.
Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The vampire can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger.If the vampire isn't in sunlight, it can use its action to polymorph into a Medium humanoid form with sickly, reddish skin and a multitude of shark-like traits, or back into its true form. It is considered undead in either form. Its statistics, other than its speed, 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground or at sea rises the following night as a vampire spawn under the vampire's control. A shark slain this way rises the following night as another vampire shark under the vampire's control.
DESCRIPTION
The first vampire sharks are theorized to have been humanoids with strong ties to the sea who became vampires. Rather than shapeshifting into the typical forms of bats, they transformed into sharks. These original vampires are thought to have then bitten and turned natural living sharks, resulting in the undead creatures found today.
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.
Posthumous Proliferation. When the shark dies, roll a d6. On a 6, the shark's corpse expels 5 (1d10) infant sharks. An infant shark uses the statistics of a quipper.
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.
Description
Slightly smaller than reef sharks, blacktip sharks are named for the black coloration on the tips of their fins. They are fast and energetic predators that hunt in groups, though tend to be timid around creatures their own size or larger. They are a prolific species, capable of asexual reproduction, giving birth to 10 live young at a time after a short gestation period. A full-grown blacktip shark measures 5 to 9 feet long.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Underwater Camouflage. The shark has advantage on Dexterity ([skill]Stealth[skill]) checks made while underwater.
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
Named for their cat-like eyes, cat sharks are bottom-dwelling sharks, most preferring shallower waters. Unlike most other sharks, cat sharks lay eggs which appear like leathery bags and are often called "mermaid purses". Small and docile, they pose very little threat to humanoids.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 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 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
A chimaera shark is a bizarre looking deep water fish. They have elongated, soft bodies, with a bulky head, and long, slender tails. Chimaera sharks have a venomous spine in front of the dorsal fin for defense. A fully-grown specimen can reach 5 feet in length.
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: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dart. The shark can use the Dash action as a bonus action.
Description
Blue sharks are named for their iridescent blue coloration. Slender and agile, blue sharks are also called "wolves of the sea" due to their tendency to gather in packs to herd prey while hunting. As open ocean sharks, they are usually lethargic swimmers to conserve energy, but are can be quite quick when hunting.
As a smaller species of oceanic shark, they are often prey for larger marine creatures. Blue sharks compensate for this by having large numbers of live young, from 25 to 100 shark pups born in each litter. A full-grown specimen measures 6 to 12 feet long.
Underwater Camouflage. The shark has advantage on Dexterity (Stealth) checks made while underwater.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 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 shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Description
A bullhead shark is named for the prominent, horn-like forehead ridges on the top of its broad, blunt, flat head. Unlike other sharks, its teeth are different in the front and back. The front teeth are small, sharp and pointed, while the back teeth are flat and blunt. The dark brown harness-like markings on its lighter grey-brown body help it blend in with the sea floor. Fairly docile, they feed mostly on molluscs and crustaceans. A fully-grown bullhead shark can reach 5.5 feet in length.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Keen Smell. The shark has advantage on Wisdom (Perception) checks that rely on smell.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Description
A cow shark is a slow-moving, deep-sea shark with a broad, rounded head and large eyes. While all other sharks have 5 gill slits, cow sharks have 6 or 7, helping them breathe in the low oxygen levels in deep water. They are predators and scavengers, feeding on whatever they can find on the sea floor. A fully grown cow shark is 13 to 18 feet long.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Dogfish are small, slender, deep-water sharks with large eyes and a venomous spine on their each of their dorsal fins. They have an incredibly long life span, barring predation by larger creatures, and live to be 100 years or more. A fully-grown dogfish measures 3 to 5 feet in length.
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: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Description
Named for their bright yellow coloration, lemon sharks are stocky, powerful sharks found in shallow tropical and subtropical waters. They are also highly social, engaging in and benefiting from enhanced communication, courtship, predatory behavior, and protection conducted in a group. A full-grown specimen measures 8 to 11 feet long.
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.
Suction Feeding. If a creature fails its saving throw against the shark's vortex, the shark can use its bite attack against that creature as a bonus action.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Vortex. The shark opens its giant mouth in a fraction of a second, creating a vortex that draws targets in. One creature of the shark's choice within 10 feet of it must succeed on a DC 12 Strength saving throw, being pulled 5 feet towards the shark in a straight line towards the shark on a failed save.
Description
This slender-bodied shark is immediately identifiable by the striking pattern of black saddle-like markings and large spots over its back. While they have sharp teeth, leopard shark rely predominantly on rapidly sucking tiny prey into this small mouths to feed. Their mouths are too small to pose much threat to most humanoids.
Two more real world entries. The Sawfish (which is technically not a shark, but as a batoid like skates and rays, is related to them) and the sawshark (which is a true shark, but is kind of unimpressive when compared to its non-shark cousin, but is kind of adorable)
SAWFISH
SAWFISH
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
14 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 2 (450 XP)
TRAITS
Hacksaw. The first time the sawfish hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Water Breathing. The sawfish can breathe only underwater.
ACTIONS
Rostrum. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
DESCRIPTION
A sawfish is a large, flat, shark-like fish with a large saw shaped bill lined in needle-like teeth. Its bill, also known as a rostrum, has long been used as a traditional melee weapon along the tropical shores the fish can be found. A fully grown sawfish is 21 to 25 feet long; approximately a full third of their length is made up by their rostrum.
Environments: Underwater
SAWSHARK
SAWSHARK
Tiny beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 2 (1d4 + 0)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
11 (+0)
1 (-5)
7 (-2)
2 (-4)
Senses Blindsight 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.
Hacksaw. The first time the shark hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Rostrum. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
DESCRIPTION
A sawshark is a 3-foot-long shark with a long bill edged with teeth and equipped with sensory barbels extending from its snout. Their toothy bills are prized as both trophies and as materials for exotic weapons. They are often found resting on the seafloor in subtropical waters.
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
Another fantasy shark, one that would fit well with a Sekolah encounter.
DEVIL SHARK
DEVIL SHARK
Huge fiend (devil), lawful evil
Armor Class 18 (Natural Armor)
Hit Points 250 (20d12 + 120)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
25 (+7)
13 (+1)
23 (+6)
16 (+3)
19 (+4)
15 (+2)
Saving Throws DEX +6, CON +11, WIS +9, CHA +7
Skills Perception +9, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Infernal, Sahuagin, Telepathy 120 ft.
Challenge 16 (15,000 XP)
TRAITS
Blood Frenzy. The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Magic Resistance. The devil shark has advantage on saving throws against spells and other magical effects.
Magic Weapons. The devil shark's weapon attacks are magical.
Water Breathing. The devil shark can breathe only underwater.
ACTIONS
Multiattack. The devil shark makes two attacks: one with its bite, and one with its tail. It can use its thrash instead of its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 10 (3d6) cold damage. If the target is Medium or smaller, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, the devil shark can automatically hit the target with its bite, and the devil shark can't make bite attacks against other targets.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage bludgeoning damage plus 10 (3d6) cold damage.
Thrash. Melee Weapon Attack: +10 to hit, reach 5 ft., all creatures in range. Hit: 20 (2d12 + 7) bludgeoning damage plus 10 (3d6) cold damage.
DESCRIPTION
Devil sharks are fiends native to the freezing seas of Stygia, the Fifth Hell. Resembling giant sharks with horn-like fines and spiked ridges along their backs, they are the servants and soldiers of Sekolah the Shark God.
Environments: Arctic, Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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Two more. One undead, and one rather silly construct.
SHARK SKELETON
SHARK SKELETON
Huge undead, lawful evil
Armor Class 13 (Natural Armor)
Hit Points 115 (11d12 + 44)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (+0)
19 (+4)
1 (-5)
5 (-3)
1 (-5)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 7
Languages --
Challenge 4 (1,100 XP)
TRAITS
Blood Frenzy. The skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
The reanimated skeleton of a giant shark. The only true bones in a shark's skeleton are those of its jaws and teeth, the rest is composed of much softer cartilage. This means that unless properly preserved, a shark skeleton decays much more quickly than other skeletons.
Environments: Underwater
SHARKATAPULT
SHARKATAPULT
Huge construct, unaligned
Armor Class 16 (Natural Armor)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
23 (+6)
1 (-5)
10 (+0)
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 960 ft., Passive Perception 10
Languages Understands commands given in any language by its operator but can't speak
Challenge 5 (1,800 XP)
TRAITS
Magic Resistance. The sharkatapult has advantage on saving throws against spells and other magical effects.
Minimum Range. The sharkatapult cannot attack a target that is less than 60 feet away from it.
Siege Monster. The sharkatapult deals double damage to objects and structures.
Unreactive. The sharkatapult cannot take reactions.
ACTIONS
Ready! The sharkatapult summons one of the following into its payload bucket: one giant shark, two hunter sharks, or four reef sharks.
Sharks summoned by this action gain a walking speed of 10 feet, and are immune to any damage incurred from falling or by colliding with a target. A shark that ends its turn outside of water or the payload bucket begins suffocating as normal.
A shark summoned by this action is stunned until it is fired from the payload bucket with the Fire action.
Aim! The sharkatapult must have one or more sharks in its payload bucket to perform this action. The sharkatapult designates a target in range of its catapult attack.
Fire! The sharkatapult must have a designated target to perform this action. If the designated target is 60 feet or more away from the sharkatapult, it fires its payload, making the following ranged weapon attack:
Catapult. Ranged Weapon Attack: +8 to hit, range 200/800 ft., the target designated by the Aim action and all creatures within 5 feet of that target. Hit: 32 (5d10 + 5) bludgeoning damage.
Each shark fired from the sharkatapult's payload then appears in the nearest unoccupied space to the designated target.
A shark fired from the sharkatapult is hostile to all creatures. 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.
DESCRIPTION
A sharkatapult is a magical construct and siege engine with the form and function of a catapult that summons and then launches live sharks into enemy ranks and fortifications.
Environments: Urban
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
ANGEL SHARK
ANGEL SHARK
Small beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 13 (3d6 + 3)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
1 (-5)
10 (+0)
3 (-2)
Skills Perception +2, Stealth +4
Senses Darkvision 30 ft., Passive Perception 12
Languages - -
Challenge 1/4 (50 XP)
TRAITS
Ambusher. The shark has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the shark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Underwater Camouflage. While the shark remains motionless on the sea floor, it has advantage on Dexterity (Stealth) checks.
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
An angel shark is a small shark with a flattened body and broad pectoral fins, causing it to resemble a stingray. Their name is derived from the wing-like appearance of their wings. Found in tropical and temperate seas, the angel shark is an accomplished ambush predator that spends most of its time resting on the sea floor or partially buried beneath it, waiting for prey to pass by. A full-grown specimen measures 4 to 7 feet long
Environments: Underwater
BASKING SHARK
BASKING SHARK
Huge beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 150 (12d12 + 72)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (+0)
24 (+7)
1 (-5)
10 (+0)
5 (-3)
Senses Passive Perception 13
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Filter Feeding. When the shark moves, it can enter a Medium or smaller creature's space. The first time it enters a creature's space, that creature must succeed on a DC 15 Dexterity saving throw, being swallowed on a failed save.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 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 14 (4d6) acid damage at the start of each of the shark's turns.
If the shark takes 20 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 10 feet of movement, exiting prone.
DESCRIPTION
A basking shark is a filter-feeding shark recognized for its disproportionately large mouth. While not particularly aggressive, their size and feeding habit of swimming along with their massive jaws open wide and swallowing everything caught inside can make these gentle giants an unwitting threat. A fully grown basking shark is 20 to 26 feet long.
Environments: Underwater
HAMMERHEAD SHARK
HAMMERHEAD SHARK
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 51 (6d10 + 18)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
1 (-5)
16 (+3)
4 (-3)
Skills Perception +7, Stealth +3
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120 ft. (detects vibrations in water), Truesight 30 ft., Passive Perception 17
Languages - -
Challenge 2 (450 XP)
TRAITS
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Senses. The shark has advantage on Wisdom (Perception) checks.
Night Hunter. The shark is non-aggressive during the day and will not attack unless attacked.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible. During the day, they are fairly docile, but as night falls they become aggressive and effective predators. A fully grown hammerhead shark is 15 to 20 feet long.
Environments: Underwater
MEGAMOUTH SHARK
MEGAMOUTH SHARK
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 51 (6d10 + 18)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
16 (+3)
1 (-5)
10 (+0)
4 (-3)
Damage Resistances Poison
Senses Darkvision 30 ft., Passive Perception 10
Languages - -
Challenge 1 (200 XP)
TRAITS
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the shark can't bite another target.
Swallow. The shark makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 10 (3d6) acid damage at the start of each of the shark's turns. The shark can have only one target swallowed at a time. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
DESCRIPTION
A megamouth shark is an elusive deep water shark with a flabby body, silvery-white lips, and a mouth that shimmers with phosphorescence. They are poor swimmers, resting in deep waters by day, and rising from the depths at night to feed. As a filter feeder, its diet consists primarily of krill and jellyfish. A fully grown specimen is 13 to 18 feet long.
Environments: Underwater
NURSE SHARK
NURSE SHARK
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 57 (6d10 + 24)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
18 (+4)
2 (-4)
11 (+0)
5 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 2 (450 XP)
TRAITS
Docile. The shark is non-aggressive and will not attack unless attacked.
Sluggish. While not in combat, the shark moves at half its swim speed.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
DESCRIPTION
A nurse shark is a robust and hardy species that can be found in nearly any ocean environment. They are usually slow moving, often sedentary on the ocean floor. They are regarded as docile, but ironically are also one of the highest ranked shark species when it comes to attacks on humanoids. However, in 100% of cases, the bites have been defensive after a diver or swimmer harassed or mistreated the shark, most often due to its reputation as a docile creature. A fully grown nurse shark is 10 to 15 feet long.
Environments: Underwater
WOBBEGONG (BEARDED SHARK)
BEARDED 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
14 (+2)
16 (+3)
12 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2, Stealth +5
Senses Blindsight 30 ft., Tremorsense 60 ft. (detects vibrations in water), Passive Perception 12
Languages - -
Challenge 1/2 (100 XP)
TRAITS
Ambusher. The shark has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the shark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.
Underwater Camouflage. While the shark remains motionless on the sea floor, it has advantage on Dexterity (Stealth) checks.
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
A bearded shark, also known as a wobbegong, is named for the whiskers surrounding its jaw. These whiskers are sensory organs, allowing the bearded shark to detect minute movements in the water. An ambush predator, it waits motionless on the sea floor, its flat body, weed-like whiskers, and coloration allowing it to blend in perfectly with its surroundings. A full-grown specimen measures 5 to 9.5 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
EDESTUS
EDESTUS
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
15 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 2 (450 XP)
TRAITS
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Charge. If the shark moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) slashing damage.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
Edestus is an ancient species of shark with only a single row of teeth running down the middle of each jaw and protruding from its mouth; giving the shark its more common name: the scissor-tooth shark. A full-grown specimen can measure up to 20 feet long.
Environments: Underwater
PTYCHODUS
PTYCHODUS
Huge beast (misc creature), unaligned
Armor Class 13 (Natural Armor)
Hit Points 112 (9d12 + 54)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
11 (+0)
23 (+6)
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: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
DESCRIPTION
Ptychodus is an ancient species of shark with rounded teeth which are covered in ridges. While they are huge animals, reaching over 30 feet in length, they are bottom-feeders with a diet consisting almost exclusively of shelled molluscs. Their teeth are perfectly adapted to holding and crushing slippery shells.
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
Shark Week starts this Monday.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
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Alternate/optional rule for shark encounters:
TONIC IMMOBILITY RULE
Tonic immobility is a natural state of paralysis which animals enter, often called animal hypnosis. In sharks, tonic immobility is most often accomplished by flipping a shark onto its back. A player may attempt to induce a state of tonic immobility in a shark by making a Strength (Athletics) or Dexterity (Acrobatics) check countered by one of the shark's own. On a success, the player flips the shark over. While the shark remains flipped over, it is incapacitated for fifteen minutes, or until it is flipped back over. When an attack roll is made against a shark in a tonic state, the attacking player must roll a d6. On a result of 5–6, the player's attack rights the shark, flipping it back over, ending the effect, regardless of the outcome of the attack roll.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
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What about an electric or necrotic, zombie / vampire shark of some kind?
Or perhaps, sharks that have been infused with radiation (chemical or magical) that has given them lower level spell slots
How about Sahuagen riding any number of these sharks into battle?
Electric shark - Xenacanthus (poisonous, too). It can be found on the first page.
For necrotic ones, I have the wight shark (located on the second page), and the shark skeleton (above on this page). I also finished (but haven't posted yet) a shark ghost and 3 sizes of zombie shark.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Electric shark - Xenacanthus (poisonous, too). It can be found on the first page.
For necrotic ones, I have the wight shark (located on the second page), and the shark skeleton (above on this page). I also finished (but haven't posted yet) a shark ghost and 3 sizes of zombie shark.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Here they be, and also a vampire shark.
REEF SHARK ZOMBIE
REEF SHARK ZOMBIE
Medium undead, unaligned
Armor Class 12 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (+0)
15 (+2)
1 (-5)
8 (-1)
1 (-5)
Skills Perception +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Passive Perception 11
Languages - -
Challenge 1/2 (100 XP)
TRAITS
Pack Tactics. The zombie 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.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
DESCRIPTION
The carcass of a reef shark raised from the dead as a zombie.
Environments: Underwater
HUNTER SHARK ZOMBIE
HUNTER SHARK ZOMBIE
Large undead, unaligned
Armor Class 12 (Natural Armor)
Hit Points 51 (6d10 + 18)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (+0)
17 (+3)
1 (-5)
8 (-1)
1 (-5)
Skills Perception +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Passive Perception 11
Languages - -
Challenge 2 (450 XP)
TRAITS
Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
DESCRIPTION
The carcass of a hunter shark raised from the dead as a zombie.
Environments: Underwater
GIANT SHARK ZOMBIE
GIANT SHARK ZOMBIE
Huge undead, unaligned
Armor Class 13 (Natural Armor)
Hit Points 137 (11d12 + 66)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (+0)
23 (+6)
1 (-5)
8 (-1)
1 (-5)
Skills Perception +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
DESCRIPTION
The carcass of a giant shark raised from the dead as a zombie.
Environments: Underwater
GHOST SHARK
GHOST SHARK
Huge undead, unaligned
Armor Class 13 (Natural Armor)
Hit Points 105 (10d12 + 40)
Speed 0 ft., fly 50 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
13 (+1)
19 (+4)
1 (-5)
10 (+0)
6 (-2)
Skills Perception +3
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13
Languages - -
Challenge 8 (3,900 XP)
TRAITS
Blood Frenzy. The ghost has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Ethereal Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 16 (3d10) force damage if it ends its turn inside an object.
ACTIONS
Withering Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Frenzy (Recharge 6). One creature that the ghost can see within 30 feet of it must succeed on a DC 14 Charisma saving throw. A creature automatically succeeds if it is immune to being frightened or charmed. On a failed save, the target is stirred into a frenzied state and loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the effect ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the closest creature it can see within range of the attack, spell, or other ability it’s using. If the closest creature is out of range, the affected creature pursues the nearest creature to the best of its ability. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
The frenzy lasts until the creature drops to 0 hit points, the ghost ends it as a bonus action, or the ghost's influence is turned or forced out by an effect like the dispel evil and good spell. The target is immune to this ghost's Frenzy for 24 hours after succeeding on the saving throw or after the frenzy ends.
DESCRIPTION
A ghost shark is the soul of a once-living giant shark, haunting its old hunting grounds with a never-ending hunger. Instances of ghost sharks are rare, and are typically the result of necromancy.
Environments: Coastal, Underwater
VAMPIRE SHARK
VAMPIRE SHARK
Medium undead, neutral evil
Armor Class 15 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 0 ft., in shark form, 30 ft. in humanoid form , swim 40 ft. in shark form, 0 ft. in humanoid form.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
11 (+0)
10 (+0)
12 (+1)
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 13
Languages Common, Sahuagin
Challenge 5 (1,800 XP)
TRAITS
Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The vampire can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into a Medium humanoid form with sickly, reddish skin and a multitude of shark-like traits, or back into its true form. It is considered undead in either form. Its statistics, other than its speed, 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.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground or at sea rises the following night as a vampire spawn under the vampire's control. A shark slain this way rises the following night as another vampire shark under the vampire's control.
DESCRIPTION
The first vampire sharks are theorized to have been humanoids with strong ties to the sea who became vampires. Rather than shapeshifting into the typical forms of bats, they transformed into sharks. These original vampires are thought to have then bitten and turned natural living sharks, resulting in the undead creatures found today.
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
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.
Posthumous Proliferation. When the shark dies, roll a d6. On a 6, the shark's corpse expels 5 (1d10) infant sharks. An infant shark uses the statistics of a quipper.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
Slightly smaller than reef sharks, blacktip sharks are named for the black coloration on the tips of their fins. They are fast and energetic predators that hunt in groups, though tend to be timid around creatures their own size or larger. They are a prolific species, capable of asexual reproduction, giving birth to 10 live young at a time after a short gestation period. A full-grown blacktip shark measures 5 to 9 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Underwater Camouflage. The shark has advantage on Dexterity ([skill]Stealth[skill]) checks made while underwater.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Description
Named for their cat-like eyes, cat sharks are bottom-dwelling sharks, most preferring shallower waters. Unlike most other sharks, cat sharks lay eggs which appear like leathery bags and are often called "mermaid purses". Small and docile, they pose very little threat to humanoids.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 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 shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
A chimaera shark is a bizarre looking deep water fish. They have elongated, soft bodies, with a bulky head, and long, slender tails. Chimaera sharks have a venomous spine in front of the dorsal fin for defense. A fully-grown specimen can reach 5 feet in length.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dart. The shark can use the Dash action as a bonus action.
Description
Blue sharks are named for their iridescent blue coloration. Slender and agile, blue sharks are also called "wolves of the sea" due to their tendency to gather in packs to herd prey while hunting. As open ocean sharks, they are usually lethargic swimmers to conserve energy, but are can be quite quick when hunting.
As a smaller species of oceanic shark, they are often prey for larger marine creatures. Blue sharks compensate for this by having large numbers of live young, from 25 to 100 shark pups born in each litter. A full-grown specimen measures 6 to 12 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Underwater Camouflage. The shark has advantage on Dexterity (Stealth) checks made while underwater.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 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 shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Description
A bullhead shark is named for the prominent, horn-like forehead ridges on the top of its broad, blunt, flat head. Unlike other sharks, its teeth are different in the front and back. The front teeth are small, sharp and pointed, while the back teeth are flat and blunt. The dark brown harness-like markings on its lighter grey-brown body help it blend in with the sea floor. Fairly docile, they feed mostly on molluscs and crustaceans. A fully-grown bullhead shark can reach 5.5 feet in length.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Keen Smell. The shark has advantage on Wisdom (Perception) checks that rely on smell.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Description
A cow shark is a slow-moving, deep-sea shark with a broad, rounded head and large eyes. While all other sharks have 5 gill slits, cow sharks have 6 or 7, helping them breathe in the low oxygen levels in deep water. They are predators and scavengers, feeding on whatever they can find on the sea floor. A fully grown cow shark is 13 to 18 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Dogfish are small, slender, deep-water sharks with large eyes and a venomous spine on their each of their dorsal fins. They have an incredibly long life span, barring predation by larger creatures, and live to be 100 years or more. A fully-grown dogfish measures 3 to 5 feet in length.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Description
Named for their bright yellow coloration, lemon sharks are stocky, powerful sharks found in shallow tropical and subtropical waters. They are also highly social, engaging in and benefiting from enhanced communication, courtship, predatory behavior, and protection conducted in a group. A full-grown specimen measures 8 to 11 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
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.
Suction Feeding. If a creature fails its saving throw against the shark's vortex, the shark can use its bite attack against that creature as a bonus action.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Vortex. The shark opens its giant mouth in a fraction of a second, creating a vortex that draws targets in. One creature of the shark's choice within 10 feet of it must succeed on a DC 12 Strength saving throw, being pulled 5 feet towards the shark in a straight line towards the shark on a failed save.
Description
This slender-bodied shark is immediately identifiable by the striking pattern of black saddle-like markings and large spots over its back. While they have sharp teeth, leopard shark rely predominantly on rapidly sucking tiny prey into this small mouths to feed. Their mouths are too small to pose much threat to most humanoids.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters