Acid Blood.When the alien shark takes damage, all creatures within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 4 (1d8) acid damage. Any nonmagical armor made of metal or wood a creature subject to this acid damage is wearing corrodes, taking a permanent and cumulative −1 penalty to AC. If its penalty drops to −5, or reduces the creature's AC to a value equal to or less than its unarmored AC, the armor is destroyed.
Any nonmagical weapon made of metal or wood that hits the alien shark corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
If the alien shark takes cold or fire damage, this trait doesn't function at the start of the alien shark's next turn.
Alien Anatomy. The alien shark does not need to breathe.
Astral Swimming. When the shark it not subject to normal gravity, it gains a flying speed (with the ability to hover) equal to its swim speed.
Blood Frenzy. The alien shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Death Throes. When the alien shark dies, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. This damage is double against objects and structures, and the armor and weapons of any creature subjected to acid damage from this explosion corrode as outlined in the alien shark's Acid Blood trait.
If the alien shark is reduced to 0 hit points by cold or fire damage, this trait doesn't function.
Hive Mind. The alien shark is telepathically linked with its hive's queen, and the alien shark can use this link to communicate with any other xenomorph linked to the same queen.
Night Stalker. The alien shark has advantage on Dexterity (Stealth) checks made while dim light or darkness.
Sneak Attack. Once per turn, the alien shark can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll.
ACTIONS
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 14).
Jaw Jab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature grappled by the alien shark, it also takes an additional 3 (1d6) acid damage.
Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Tail.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning, piercing, or slashing damage.
Cocoon. The alien shark spews black, viscous ooze, coating an incapacitated living creature. If the creature has 0 hit points, it becomes stabilized. The ooze hardens into a resin cocoon after 1 minute, at which point the target is restrained. If the alien shark is still in combat, it attempts to break away, carrying the cocoon with it back to its hive.
A cocoon created by the alien shark has an AC of 15 and 30 hit points, and shares all the alien shark's damage immunities, resistances, and vulnerabilities. Reducing the cocoon to 0 hit points shatters the cocoon, freeing the creature inside.
DESCRIPTION
A variant form of a genetically volatile and adaptive eusocial endoparasitic extraterrestrial species endemic to the Far Realm and depths of Wildspace most commonly referred to simply as either aliens or xenomorphs.
This xenomorph was most likely produced using a shark for a host, bearing the overall shape and many of the abilities of its host species. Its eyeless skull boasts a maw with multiple rows of sharp and serrated teeth. It also bears the xenomorph species' trademark; a second, inner set of pharyngeal jaws located at the tip of a long, tongue-like proboscis which can extend rapidly for use as a weapon. There are claws on the tips of its fins and blades on the flukes of its tail.
It body is covered in a chitinous exoskeleton; but this is far from a xenomorph's only defense. Its blood is acid, and its body pressurized. When the xenomorph sustains damage, its acid blood sprays from the wound; and when it dies, it bursts, dousing the area in acid.
Though they act in a predatory nature, xenomorphs try not to kill their prey. Instead, they encase them in cocoons made from resin produced by their bodies, and bring their still-living victims back to their hives to serve as hosts for the next generation of xenomorph larva.
Shark Armor, Weapons, and Crafting Materials. (This post is incomplete and will be updated at a later point)
Light Armor
Light Armor
Armor Name
Cost
Armor Class (AC)
Strength
Stealth
Weight
Sharkskin
10 gp
11 + Dex modifier
-
-
5 lb.
Shark Leather
25 gp
12 + Dex modifier
-
-
10 lb.
Sharkskin. The skin of a shark is a supple but durable leather; as flexible as cloth but much sturdier. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Shark Leather. Shark Leather is sharkskin that has been stiffened by being boiled in oil. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Medium Armor
Medium Armor
Armor Name
Cost
Armor Class (AC)
Strength
Stealth
Weight
Sharkhide
15 gp
12 + Dex modifier (max 2)
-
-
10 lb.
Sharktooth
75 gp
13 + Dex modifier (max 2)
-
Disadvantage
20 lb.
Sharkbone
1,200 gp
14 + Dex modifier (max 2)
-
-
30 lb.
Sharkhide. This crude armor consists of multiple layers of sharkskin, offering more protection than plain sharkskin armor without much more effort or skill to create. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Sharktooth. This armor consists of a coat and leggings of leather (usually sharkskin) covered with shark teeth which overlap similarly to scale mail. A creature that touches the wearer or hits them with a melee attack while within 5 feet of them takes 1d6 slashing damage. The teeth tend to clack and clatter against one another, making it impractical for wear when stealth is needed.
Sharkbone. Sharkbone armor is crafted from cured cartilage from a shark's skeleton. It is tough and durable like plate armor, but far more flexible and soft enough not to make noise while moving, allowing a wearer to maintain stealth. However, intact shark skeletons are hard to come by. Combined with the pricey materials and expertise needed to cure the cartilage for use makes a suit of sharkbone incredibly expensive to purchase and maintain.
Heavy Armor
Heavy Armor
Armor Name
Cost
Armor Class (AC)
Strength
Stealth
Weight
Sharkjaw
2,500 gp
17
Str 13
Disadvantage
55 lb.
Sharkjaw. Sharkjaw, as the name would suggest, consists of horizontally interlocking shark jaws that cover the entire body. A suit of sharkjaw includes gauntlets, boots, a visored helmet (the upper jaws can be lowered to protect the eyes, the wearer still being able to see between the jaw's teeth), and thick layers of padding underneath. The jaw bones clack and clatter as the wearer moves, making this armor impractical when stealth is needed.
The shark jaws over the wearer's hands and feet are positioned in such a way to allow the wearer to strike with them. While wearing this armor, a wearer's unarmed strikes deal 1d8 piercing damage. Additionally, a creature that touches the wearer or hits them with a melee attack while within 5 feet of them takes 1d6 slashing damage. The largest drawback to this armor that that a shark only has 1 pair of jaws, and this armor consists of dozens upon dozens of complete jaw bones of various sizes. A large number of sharks of varying size are required to complete (and often to repair) a set of sharkjaw armor. Combine with the value of a shark's jaws as a trophy makes a set of armor painfully expensive.
Hoe. Pronounced ho-eh, these weapons can not only be used as a weapon in combat, but also used as a paddle. When using a hoe as a paddle, a hoe's wielder has advantage on any ability check they make using vehicles (water), provided the vehicle is no larger than a Huge-sized creature.
Ihe. Made of a single piece of wood with rows of shark teeth lashed into place along it striking end, this lightweight short spear is highly versatile, able to serve as a two-handed, one-handed, or projectile weapon.
Ku'eku'e. A ku'eku'e is a fist weapon carved from wood with shark teeth set along the striking edge. A marlin bill or wooden spike is often affixed to one side, allowing the ku'eku'e to double as a dagger.
Lei'o'mano. A leiomano is a sword-shaped wooden club with shark teeth lashed along its flat edges. The center of the flat club is often hollowed out to allow the wood to have more give, preventing it from breaking on impact.
Maka. A tiny pronged wooden dagger intended for gouging at an enemy's vital points. Shark teeth lashed to its sides facilitate more versatile uses for the weapon.
Makau. This weapon is a large wooden club shaped like a fish hook, giving it a multitude of uses both in and out of combat. On a hit, the wielder of the makau can use a bonus action to catch the weapon's hook on an opponent's armor, causing the target to be grappled by the makau (escape DC 15). Amphibious and waterbreathing creature have disadvantage on any ability check to escape this grapple.
Niho 'Oki. A simple but effective weapon consisting of a single shark tooth lashed to a small wooden handle and used as a knife.
Rere. A short sword carved from wood or bone to which shark teeth are lashed to the striking edges.
Speargun. This crossbow-like weapon uses a loop of elastic material to sling a spear-like projectile. While fired underwater, a speargun does not suffer any ill effects to its range or accuracy. A speargun can use arrows, crossbow bolts, javelins, spears, or tridents as ammunition
Ko'i. A ko'i is a large, wooden great axe lined with shark teeth that has an extremely broad end opposite of the axe head, allowing the weapon not only to double as a greatclub, but providing a suitable handle to grip to throw the weapon with maximum devastating force.
Harpoon Gun. This heavy crossbow-like weapon uses a either hydraulic or spring pressure to fire a spear-like projectile on a long rope. While fired underwater, a harpoon gun does not suffer any ill effects to its range or accuracy. On a hit, the target is grappled (escape DC 15). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the wielder. A creature takes 1d12 slashing damage if it escapes from the grapple or if it tries and fails. As an action, the wielder can winch the harpoon in, pulling the creature grappled by it 15 feet closer. A harpoon gun can grapple only one creature at a time, and cannot be fired again while grappling a creature.
Sharktooth Arrows. Due to the natural shape and sharpness of a shark's tooth, using one as an arrow head saves the time and effort of fashioning one from metal, stone, or wood. Sharktooth arrows are therefore cheaper to purchase than other arrows, and can be crafted in half the time. However, shark teeth are more brittle than usual arrowheads, and break on impact. Sharktooth arrows cannot be recovered from the battlefield after being fired.
Crafting Materials
Crafting Materials
Sharkbone. An item usually made of wood or metal can be constructed from the cartilage from a shark's skeleton. Such an item costs twice as much gp to manufacture due to the expensive materials needed to cure the cartilage to harden it and prevent it from rotting, but can be sold for three times its base value. A weapon crafted from sharkbone gains the Finesse weapon property. If the normal weapon would usually have the Heavy weapon property, one made of sharkbone does not. If the normal weapon would not usually have the Heavy weapon property, one made of sharkbone gains the Light weapon property. Sharkbone cannot be used to craft items requiring complex parts such as crossbows.
Shark Jelly. The super conductive hydrogel found inside of a shark's ampullae of Lorenzini (the organs that allow them to detect electromagnetic currents in the water) can be harvested and used to craft one of the following substances:
Lightning Grease.Rare Alchemical Substance. This clear, gelatinous oil sparks with tiny bolts of electricity. The oil can coat one weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals an additional 1d6 lightning damage on a hit.
Potion of Electroreception. Very Rare Potion. When you drink this potion, you gain the ability to detect electromagnetic currents for 1 hour. You are treated as though you have Blindsight up to a distance of 30 feet. This sense is limited, and only able to detect living creatures. If you are subjected to lightning damage while under the effects of this potion, its effects cease to function until the end of your next turn.
Potion of Lightning Breath. Uncommon Potion. This potion's electric blue liquid flickers, and sparks fill the top of the container and shoot out whenever it is opened. After drinking this potion, you can use a bonus action to exhale lightning at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the lightning three times or when 1 hour has passed.
Potion of Lightning Resistance. Uncommon Potion. When you drink this potion, you gain resistance to lightning damage for 1 hour.
Superconductor.Uncommon Alchemical Substance. This sticky, adhesive, water resistant gel amplifies electrical currents that pass through it. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the superconductor as an improvised weapon. On a hit, the target gains vulnerability to lightning damage for 1 hour. A creature can end this damage by using its action to make a DC 15 Dexterity check to scrape off the gel. The gel immediately falls off if the target is subjected to acid, cold, or fire damage.
Shark Meat. Not all sharks are considered edible, but of those that are, nearly all parts of the shark can be eaten. Shark meat is very fishy in flavor. Those who enjoy the taste of seafood consider it rich and savory, while those who dislike seafood find it foul.
Shark Fin Soup. A shark's fin stewed in a broth of exotic spices. A flask of shark fin soup contains 3 servings. You can use a bonus action to consume 1 serving from this flask and regain 1 expended class resource you normally spend to activate or enhance your abilities such as ki points, sorcery points, or superiority die. If used to restore a spell slot, you regain the use of 1 spell slot of the 3rd level or lower.
Shark Liver Oil. A shark's liver contains a high concentration of oil which can be extracted and used to craft one of the following substances:
Potion of Greater Healing. Uncommon Alchemical Substance. You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Potion of Heroism. Rare Alchemical Substance. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Potion Of Speed. Very Rare Alchemical Substance. When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Potion of Vitality. Very Rare Alchemical Substance. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Potion of Water Breathing. Uncommon Alchemical Substance. You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Shark Repellent. Uncommon Alchemical Substance. This foul smelling black oil is produced from the fermented bodily fluids of a dead shark. While underwater, you can use an action to uncork this flask to activate its effects, which last for 1 hour. Whenever an amphibious or waterbreathing creature comes within 30 feet of the flask, it must succeed on a DC 15 Intelligence saving throw or become frightened for 1 minute.
A creature frightened as a result of this effect must spend its turns trying to move as far away from the flask as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. 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, the creature is immune to the effects of shark repellent for the next 24 hours.
Sharkskin. Sharkskin can be used in place of cloth or leather. An item made from sharkskin is rough to the touch, increasing its traction on contact. The effect this traction has if up to the discretion of your DM. Some examples include:
When a weapon's hilt is wrapped in sharkskin, its wielder has advantage against any attempts to disarm them.
The wearer of a pair of gloves crafted from sharkskin has advantage on ability checks made to climb a surface.
The wearer of a pair of boots with sharkskin soles has advantage against effects that would knock them prone, and if an effect moves the wearer against their will along the ground, they can use their reaction to reduce the distance they are moved by up to 10 feet.
When a saddle is lined with sharkskin, a rider has advantage against attempts to unhorse them.
Shark Teeth. Shark teeth can be used in a wide variety of ways. The most common way is to attach them to weapons or armor. A weapon with shark teeth attached deals an additional 1d4 piercing or slashing damage on a hit. Armor with shark teeth attached causes 1d4 slashing damage to any creature that attempts to grapple the wearer. Additional effects are up to the discretion of your DM.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Greenstone Shark (Rare). This greenstone statuette of a hammerhead shark is about 3 inches long. It can become a hunter shark for up to 24 hours, and can be ridden as a mount. While a creature is riding on the hunter shark's back, it gains the ability to breathe underwater. Once it has been used, it can't be used again until 5 days have passed.
Wand of Sharks
"Serious" fantasy version
Author-recommended version
Wand, rare (requires attunement by a spellcaster)
This blue wooden wand has been carved into the likeness of a shark. As you hold it in your hand, you feel a sense of dominance, and a mild desire to express yourself through biting things.
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Conjure Shark. While holding the wand, you can use an action to expend some of its charges to cast conjure fey to summon one of the following creatures: 1 giant shark (5 charges), 1 hunter shark (2 charges), or 2 reef sharks (1 charge)
Command Shark. While holding the wand, you can use a bonus action to expend some of its charges to cast one of the following spells on a shark: beast bond (1 charge), dominate beast (5 charges, DC 17, 5-level spell, 10 minute duration)
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Interlocking Teeth. When the shark grapples another creature, that creature has disadvantage on ability checks made to escape the grapple.
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. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the shark can't bite another target.
Chew. The shark reapplies its bite damage to a creature it is grappling.
Thrash.Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet of the shark. Hit: 10 (1d12 + 4) bludgeoning damage. If a creature is currently grappled by the shark when it makes this attack, the grappled creature is also subject to damage from the shark's chew.
REACTIONS
Rage. The shark can use either its bite or its thrash when targeted by an attack. The triggering attack does not need to be successful in hitting the shark, and the creature targeted by this reaction does not need to be the attacker.
DESCRIPTION
While not a large species as far as sharks go, a bull shark's blood contains a higher concentration of testosterone, in both males and females, than nearly any other animal. This causes the bull shark not only to be an incredibly aggressive and unpredictable species, but also a powerfully built with dense musculature. Furthermore, a bull shark is tolerant of fresh water, and can be found well inland from the sea swimming in lakes, rivers, and swamps. A full-grown specimen measures 8 to 11 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 has advantage on Wisdom (Perception) checks relying on vision.
Momentum. The shark adds its Dexterity modifier to its melee attack and damage rolls. (Already been included in the shark's attacks.)
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Dart. The shark can use the Dash action as a bonus action.
Burst of Speed (Recharges after a Short or Long Rest). The shark can use the Dash action as a free action during its turn.
DESCRIPTION
The open ocean dwelling mako is one of the fastest shark species to have ever lived. Their dark blue coloration helps them bend in with the water around them while their large eyes grant them eyesight keen enough to see through even the murkiest depths. Once they have locked on to a target, they pursue it in a burst of phenomenal speed. Their piston-like muscle allow them to sustain a rapid swim speed over an extended period of time, enabling them to run down even the quickest prey. A fully grow specimen measures between 8 and 14 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: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The shark may then make a Strength (Athletics) check opposed by a Strength (Athletics) check made by the target. If the shark wins, it chooses either to disarm the target, or damage its armor.
If it chooses to disarm the target, the shark swallows its weapon or whatever item it was holding in its hand.
If it chooses to damage the target's armor, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If this penalty drops to −5 or the target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed. The shark swallows any piece of armor removed by damaging the target's armor.
The shark can have no more than 5 items swallowed at a time.
Items the shark swallows can be retrieved if the shark dies, or if it regurgitates them.
Regurgitate. The shark violently regurgitates 1 piece of armor, weapon, or item it has swallowed during the current encounter at a target within 20 feet of it. That target must make a DC 12 Dexterity saving throw. On a failed save, if the regurgitated item is a weapon or item that deal damage on use, the target takes damage as through it had been attacked with that item by the shark, using the shark's Strength modifier for the damage roll as applicable. Otherwise, if the regurgitated item is a piece of armor or other object that does not deal damage on use, the target takes 6 (1d4 + 4) bludgeoning damage. Consumable items are expended when regurgitated.
DESCRIPTION
Tiger sharks are renowned for their dietary habits. They will eat anything. Literally. Full suits of armor, bottles, cart wheels, buckets, and a complete chicken coop are merely a few examples of clearly inedible objects that have either been observed being eaten by a tiger shark or found in one's belly. Due to their impartiality when it comes to food, they are regarded as man-eaters: sharks that view humanoids as a legitimate prey species rather than targets of opportunity or desperation. A fully grown tiger shark is 13 to 16 feet long.
The idea for this next shark was originally just a whimsy... and then I ended up fully developing the thing, and now am toying with the idea of making it a player race...
Smoker. The cardshark must puff smoke from a cigar at least once every two hours or its Intelligence is reduced to 1 and its Charisma is reduced to 5. This effect lasts for 7 days or until the cardshark puffs cigar smoke. If the effect is ended due to exceeding 7 days, the cardshark is restored to normal, but loses this trait.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Blow Smoke (3/day). The cardshark takes a deep draw on its cigar and exhales a cloud of smoke in a 15-foot cone. The area is heavily obscured for 1 minute, although a significant current can disperse the smoke. Additionally, all creatures in the cone, or who enter the cone on subsequent turns, must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A creature may use an action to rub the smoke clear from their eyes, ending the effect.
After blowing smoke, the cardshark can use the Dash action as a bonus action.
Bait and Switch. When an attack is made against the cardshark, it makes a Strength (Athletics) or Dexterity (Acrobatics) check (cardshark's choice) against 1 other creature within 5 feet of it that is not the attacker, opposed by that creature's own Strength (Athletics) or Dexterity (Acrobatics) check (creature's choice). If the cardshark is successful, it switches places with the creature. That creature then becomes the target of the attack instead of the cardshark.
Trap Card. When an attack requiring an attack roll is made against the cardshark, it can use its reaction to draw and use a card from its deck of illusions. The illusionary creature leaps out at the attacker, distracting them, causing them to have disadvantage on the attack roll.
DESCRIPTION
A cardshark is a shark that has developed not only the ability to survive on land, walking up right on its tail fins, but humanoid intelligence. They are a recent breed, having only begun to appear in the past few decades. As such, much about them is still unknown, and information gathered from the cardsharks themselves has not been particularly useful in explaining their existence.
One ridiculous and yet oddly valid theory is that cardsharks either are or evolved from captive sharks kept in tanks on display in gambling parlors in the Feywild. Exposed the the life-filled magic of the Feywild, the sharks then adapted to their environment, becoming extremely specialized "predators" unique to their habitat.
Cardsharks are renowned for their poker face. After all, when confronted with the toothy-jawed face of a shark, the last thing a humanoid is like to think about is whether or not the other player is bluffing, and are for more likely to ponder how to avoid becoming lunch. Interestingly, cardsharks have similar diets to most other humanoids, apart from seals, turtles, and fish, which they still prefer not only raw, but live. They have also been known to bite dolphins to death, though they usually do not eat the carcass: they just hate dolphins.
Cardsharks can and do speak, and are surprisingly eloquent and charming, if somewhat gruff at times. They have a gift for gab, jabbering on to put humanoids at their ease, talk their way out of difficulty, or distract marks. In general, cardsharks prefer to avoid combat, preferring instead to settle conflict with words, or, better yet, a game. However, a hesitance for violence is not the absence of capability. After all, civilized or no, a cardshark is still a shark.
They have a taste for the finer things in life. Tobacco, in particular, as the addictive plant has become a substitute for their more primal craving for flesh and blood. If a cardshark is deprived of nicotine, as part of its withdrawal symptoms, it become savage, and feral, temporarily losing its mind and wit and reverting to nothing more than a shark that can walk.
To supply themselves with the tobacco they crave as well as any other fineries they may desire, cardsharks often engage in games of chance against other creatures to earn the gold to obtain what they desire. Lawfully aligned cardsharks will often make their earnings through fairly acquired gambling winnings, and are often expert players of their chosen game. Neutrally aligned cardsharks gamble in a manner that is usually in accordance with the rules, but not actually fair; such as card counting. Chaotically aligned Cardshark just plain cheat and hustle, often setting themselves up as confidence tricksters.
Cardsharks are also frequently hired on as dealers in gambling parlors or casinos. First, because they are incredibly skilled in games of chance. Second, they are sharks, and therefore ideal employees for deterring theft and disruptive behavior.
Antimagic Susceptibility. The card shark is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the card shark must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious.
Card Construct. The card shark is an animate, complete, 22-card deck of many things, that becomes a medium reef shark made of cards when activated. Its statistics, are those provided in this entry. It reverts to a deck of many things if it dies or is incapacitated.
False Appearance. While the card shark remains inactive, it is indistinguishable from a normal deck of cards.
Waterproof. Despite being made of paper, the card shark is not damaged by water or any other mundane fluids, but can be damaged by alchemical or magical substances.
ACTIONS
Fangs of Fate.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the card shark draws a card from the deck of many things, subjecting the target to the card's effect as though the target had declared the intent to draw 1 card and then drawn the card.
REACTIONS
Shuffle. When the Fool or the Jester is drawn from the card shark's deck of many things, it immediately uses a bonus action to add the card back into its deck after the card's effects resolve. Failure to execute this reaction when triggered results in the card shark's immediate death and its deck of many things crumbling to dust. The card shark may execute this reaction when it is triggered regardless of whether or not it has already taken a reaction during the current round.
DESCRIPTION
A card shark is a deck of many things that has been enchanted either as a curse upon anyone coming into possession of it, attacking would-be owners, or to serve as a familiar to the magically inclined with a flair for either games of chance or tempting fate.
Variant: Card Shark Familiar
A card shark can be constructed to serve spellcasters as a familiar. Such card sharks have the following trait.
Familiar. The card shark can serve another creature as a familiar, forming a magic, telepathic bond with its master. Unlike other familiars, a card shark can attack in combat, if ordered to do so by its master. If the card shark dies, it can be summoned again by casting the find familiar spell on its deck of many things.
The card shark can negate the activation of 1 card drawn by its master from its deck of many things. Its master can decide which card, if any, the card shark negates, but the card shark can only negate a card immediately after it is drawn. After negating a card's activation, the card shark immediately dies, and cannot be resummoned until its master finishes a long rest. After the card shark has negated a card's activation, it cannot do so again for 30 days.
Blood Frenzy. The cladoselache has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Spines. The cladoselache has thorny spines on its back. A creature that touches the cladoselache or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Water Breathing. The cladoselache can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dart. The cladoselache uses the Dash action as a bonus action.
Burst of Speed (Recharges after a Short or Long Rest). The cladoselache can use the Dash action as a free action during its turn.
DESCRIPTION
Reaching a maximum length of 6 feet, the ancient cladoselache is one of the earliest true sharks to develop on the planet. It relies on its speed, overtaking its prey and consuming it whole from behind, tail first.
Icy Jaws. The shark has advantage on melee attack rolls against any creature that is not adapted to cold climates
Illumination. The shark sheds dim light in a 30-foot radius.
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: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
DESCRIPTION
An arctic shark is 16 to 24 feet long and found exclusively in extremely cold water. They are incredibly long-lived fish, living well over 200 years; some reaching an age well past 500. They move slowly in comparison to other animals, but are totally immune to the fatigue and lethargy of swimming in icy water. What they lack in speed, they make up for in patience; slowly, steadily, and ceaselessly pursuing prey until they catch up or their target freezes to death.
They have terrible eyesight, relying heavily on their sense of smell and ability to detect electromagnetic currents. Many are blinded entirely due to symbiotic crustaceans anchoring themselves to the sharks' corneas. In exchange for taking the sharks' sight, the crustaceans bioluminesce, their eerie natural light luring in fish for the shark to feed on.
Their blood contains a high amount of a substance toxic to other animals which prevents it from freezing.
Blood Frenzy. Sekolah has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. Sekolah’s skin is covered in razor sharp, tooth-like scales. Any creature that touches Sekolah or hits him with a melee attack while within 5 feet of him takes 9 (2d8) slashing damage.
Discorporation. When Sekolah drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain of Sheyruushk in Stygia in the Nine Hells, and he is unable to take physical form for a time.
Innate Spellcasting. Sekolah’s spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Legendary Resistance (3/Day). If Sekolah fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Sekolah is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Sekolah’s weapon attacks are magical.
Reactive. Sekolah can take one reaction on every turn in a combat.
Regeneration. Sekolah regains 30 hit points at the start of his turn.
Shark Lord. Sekolah can command any sahuagin or shark within 120 feet of him, using telepathy. As a shark deity, Sekolah's command over a shark is absolute, overriding any other creature's attempts to command it.
Siege Monster. Sekolah deals double damage to objects and structures.
Waterbreathing. Sekolah can breathe only underwater.
ACTIONS
Muliattack. Sekolah makes three attacks: one ram attack, one bite attack, one thrash attack. He can use his tail instead of his thrash.
Bite.Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 49 (6d12 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 26 Dexterity saving throw or be swallowed by Sekolah. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of Sekolah, and it takes 35 (10d6) acid damage at the start of each of Sekolah's turns.
If the Sekolah takes 50 damage or more on a single turn from a creature inside it, he 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 him. If Sekolah dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 20 feet of movement, exiting prone.
Breach (Recharge 5–6). Sekolah can leap out of the water to attack creatures on the water's surface or hovering above it. Sekolah uses the Dash action to move vertically through the water, 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 Sekolah moves at least 80 feet before reaching the surface, he may launch itself from the water up to half the distance he traveled during his Dash action into the air. Sekolah can then make a bite attack against the target. If the bite attack misses, Sekolah uses his ram attack against the same target, with the movement taken during this action counting as the movement requirement for that attack. If the target is successful on their saving throw against the ram attack, Sekolah uses his thrash.
Ram. If Sekolah moves at least 30 feet as part of his movement, he can then use this action to move into a 15-foot cube, centered on a space containing 1 or more creatures. Each creature in the area must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or take 45 (10d6 + 10) bludgeoning damage, or half as much damage on a successful save and he creature is pushed out of Sekolah's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in Sekolah's space.
Tail.Sekolah swipes his tail in a 30-foot cone. Any creature in the area must make a DC 27 Constitution saving throw, taking 28 (4d8 + 10) 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.
Thrash.Melee Weapon Attack: +19 to hit, reach 15 ft., all creatures within 15 feet of Sekolah. Hit: 37 (5d10 + 10) bludgeoning damage.
LEGENDARY ACTIONS
Sekolah 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. Sekolah regains spent legendary actions at the start of his turn.
Bite (Costs 2 Actions). Sekolah makes a bite attack.
Cast Spell. Sekolah casts 1 spell he can cast at will.
Feeding Frenzy (Costs 3 Actions). Each shark ally within 120 feet of Sekolah can use its reaction to move up to half its speed and make a bite attack.
Surge. Sekolah moves up to his speed.
Tail. Sekolah makes a tail attack.
Thrash (Costs 2 Actions). Sekolah makes a thrash attack.
DESCRIPTION
The Shark God of the sahuagin appears as a massive, nightmarish shark. Over 60 feet long and covered in spikes and spine, Sekolah also boasts not merely multiple rows of teeth like most other sharks, but multiple sets of entire jaws nested within his massive maw.
While Levistus may rule the frozen Fifth Hell of Stygia, this rule extends only to the shorelines. The frigid water of the ocean fed by the River Styx is Sheyruushk, the undisputed domain of the Shark God. However, Sekolah poses no threat the Archfiend's rule; and in fact has been quiet useful, as should the need arise to dispose of anything, all he need do is set it adrift. The inescapable jaws of Sekolah handle the rest.
Sekolah is unique for a powerful denizen of the Nine Hells in that he generally has no schemes or plans, no motivation or ideals. He concerns himself with nothing beyond being a shark, and the affairs of his adopted children: the sahuagin. However, this may not have always been the case. Sekolah has fierce rivalries with both Demogorgon the Prince of Demons, and fellow shark god Dakuwaqa the Guardian of the Reef.
Myths claim that, using a powerful artifact, Sekolah long ago forced the demon prince Demogorgon into servitude. Although the Prince of Demons ultimately won his freedom, he still is wary of directing attacks against his hated former master or the sahuagin who worship him. Still, he is pleased when his ixitxachitl worshipers shed sahuagin blood, and this has contributed in no small part to the cold rivalry between the two undersea races and the beings they worship.
There is also a myth tying Sekolah to his rival shark god, Dakuwaqa, claiming the two were once the same being who split into the separate deities. Neither deity will confirm or deny the story.
Both are gods of the sea, sharks, strength, and war. But there the similarities end. The lawful evil Sekolah represents all the negative aspects of a shark while chaotic good Dakuwaqa embodies the positive. Where Sekolah represents tyranny, Dakuwaqa represents protection and freedom. Sekolah's desire for strife and bloodshed are countered by Dakuwaqa's desire for harmony and the preservation of life and the natural balance. While Sekolah preaches greed and plunder, Dakuwaqa teaches moderation, taking only what one needs. Sekolah roams the frigid dark depths of the Nine Hells, while Dakuwaqa patrols the warm sunny shallows of the Feywild.
Sekolah's thick and thorny hide protects him from all manner of attack, and impales those who draw too close.
Blood Frenzy. Dakuwaqa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. Dakuwaqa’s skin is covered in razor sharp, tooth-like scales. Unless Dakuwaqa wishes otherwise, a creature that touches Dakuwaqa or hits him with a melee attack while within 5 feet of him takes 4 (1d8) slashing damage.
Discorporation. When Dakuwaqa drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Lalotai, and he is unable to take physical form for a time.
Innate Spellcasting. Dakuwaqa’s spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Legendary Resistance (3/Day). If Dakuwaqa fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Dakuwaqa is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Dakuwaqa’s weapon attacks are magical.
Regeneration. Dakuwaqa regains 30 hit points at the start of his turn.
Shark Lord. Dakuwaqa can command any shark within 120 feet of him, using telepathy. As a shark deity, Dakuwaqa's command over a shark is absolute, overriding any other creature's attempts to command it.
ACTIONS
Multiattack. Dakuwaqa makes three attacks: two with his lei'o'mano and one with his bite. He can use his tail instead of his bite.
Bite.Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage.
Lei'o'mano.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) piercing or slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be knocked prone
Haka. Dakuwaqa performs a war dance. While performing the haka, Dakuwaqa is unable to move or take any actions, bonus actions, or reactions. Dakuwaqa completes the haka at the start of his next turn. If Dakuwaqa takes damage before completing the haka, it is interrupted and is not completed.
Upon completing the haka, each creature of Dakuwaqa's choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 round.
Until the start of Dakuwaqa's next turn, if Dakuwaqa or one of his allies hits a frightened creature, the hit is a critical hit.
Change Shape. Dakuwaqa magically polymorphs into a human, merfolk, sea elf, triton, or shark that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (the Dakuwaqa's choice).
In a new form, Dakuwaqa retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, traits, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
REACTIONS
War Cry. When a creature rolls for initiative, Dakuwaqa can perform a haka. A haka performed as a reaction is considered to have begun during a previous round: Dakuwaqa takes his turn normally during the first round of combat.
LEGENDARY ACTIONS
Dakuwaqa 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. Dakuwaqa regains spent legendary actions at the start of his turn.
Cast Spell. Dakuwaqa casts 1 spell he can cast at will.
Feeding Frenzy (Costs 3 Actions). Each shark within 120 feet of Dakuwaqa can use its reaction to move up to half its speed and make a bite attack.
Savage (Costs 2 Actions). Dakuwaqa makes a bite attack against each creature within 10 feet of him.
Surge. Dakuwaqa moves up to his speed.
Swat Away. Dakuwaqa makes a lei'o'mano attack. If the attack hits, the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a straight line away from Dakuwaqa. If the saving throw fails by 5 or more, the target falls prone.
Tail. Dakuwaqa makes a tail attack.
DESCRIPTION
The Shark God of the Reef appears as a massive humanoid with the head, tail, and fin of a shark; standing 15 feet tall, and 30 feet long from nose to tail. His blue skin is covered in tā moko, traditional tattoo-like markings carved into the skin. Fearless, headstrong, and jealous, the Guardian of the Reef was once a god of conquest who set about conquering the islands of the South Sea on the Material Plane, seeking establish himself as the chief deity in the region.
It was during one such conquest that he knew his first and only defeat at the hands of a fellow sea deity, the goddess Kadavu, in the form of a giant octopus, who used her arms to restrain him. Unable to break free, and unable to move, Dakuwaqa, in his shark form, began to suffocate. Kadavu offered to release Dakuwaqa on the condition that the Shark God cease his conquest; arguing that if he truly wanted worshipers, he could earn more are a beneficent god than a tyrannical one. Dakuwaqa agreed to Kadavu's terms, and took her advice to heart, becoming a guardian deity of the islands' reefs.
Though he has reformed himself into a protector, Dakuwaqa's disposition has not much changed. Highly mercurial, his moods are as unpredictable and change as frequently as the tides. He revels in sport and competition. Proud and headstrong, he answers any challenge without so much as a second though. Egotistic, he has a deep craving for attention (especially from mortals) which was his primary reason for his previous attempts at conquest.
The Guardian of the Reef has a long history of animosity with Sekolah, the Caller from the Depths, and the two shark gods and their followers attack one another on sight. It is believed Sekolah instigated Dakuwaqa's attack on Kaduva's island, manipulating Dakuwaqa into attacking believing Kaduva would kill him. Others believe that Dakuwaqa and Sekolah were once the same being, which split into two distinct identities after being defeated by Kaduva. Neither will comment one way or the other about either theory.
Both are gods of the sea, sharks, strength, and war. But there the similarities end. The lawful evil Sekolah represents all the negative aspects of a shark while chaotic good Dakuwaqa embodies the positive. Where Sekolah represents tyranny, Dakuwaqa represents protection and freedom. Sekolah's desire for strife and bloodshed are countered by Dakuwaqa's desire for harmony and the preservation of life and the natural balance. While Sekolah preaches greed and plunder, Dakuwaqa teaches moderation, taking only what one needs. Sekolah roams the frigid dark depths of the Nine Hells, while Dakuwaqa patrols the warm sunny shallows of the Feywild.
The Guardian of the Reef is covered in a shark's thick, leathery hide; rough, even sharp, to the touch. His face is that of a golden-eyed bull shark. Bare of chest and foot, he wears only a piupiu grass skirt and leather straps on his wrists, ankles, and tail. He wields an enormous lei'o'mano, a flat, sword-shaped wooden club with shark teeth lashed to its edges. He has named his weapon Frenzy and is able to summon it into his hand at will; though he is no less dangerous without it, fully able to shred his enemies to ribbons with his bare hands and jaws.
SensesBlindsight 10 ft. (blind beyond this radius), Passive Perception 8
Languages - -
Challenge 0 (10 XP)
TRAITS
Blood Frenzy. The jelly shark has advantage on melee attack rolls against any creature that doesn't have all its hit points or has swallowed the jelly shark.
False Appearance. While the jelly shark remains motionless, it is indistinguishable from an ordinary piece of candy.
Snack Attack. When a creature consumes a jelly shark, the jelly shark reassembles its body in the creatures stomach in 1d4 minutes. After which the jelly shark begins eating its victim from the inside out. A dispel magic spell, lesser restoration spell, or exposure to an antimagic field will render the jelly shark inert, transforming into a piece of normal candy.
Tiny. The jelly shark can occupy another creature's space and vice versa.
ACTIONS
Gummy Bite.Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the jelly shark's space. Hit: 1 bludgeoning damage. If the jelly shark is swallowed by another creature, that creature must make a DC 6 Constitution saving throw. On a failed save, the creature regurgitates the jelly shark.
DESCRIPTION
Developed by a witch an obsession with confectionery, jelly sharks are living pieces of gummy jelly candy molded into the shape of, and behaving similarly to sharks. They often congregate in bowls or dishes where they lie perfectly still until a prey creature mistakes them for candy. A small number of jelly sharks will allow often themselves to be swallowed, reassembling their chewed forms in a creature's stomach before proceeding to eat them from the inside out. A larger number of jelly sharks will attack more overtly, the moment a creature reaches into the container they are waiting in.
Environments: Urban
SWARM OF JELLY SHARKS
SWARM OF JELLY SHARKS
Tiny ooze, unaligned
Armor Class13 (Natural Armor)
Hit Points24 (16d4 - 16)
Speed0 ft., swim 5 ft., fly 5 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
SensesBlindsight 10 ft. (blind beyond this radius), 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 or has swallowed members of the swarm.
False Appearance. While the swarm remains motionless, it is indistinguishable from an ordinary pile of candy.
Snack Attack. When a creature consumes a jelly shark from the swarm, the jelly shark reassembles its body in the creatures stomach in 1d4 minutes. After which the jelly shark begins eating its victim from the inside out. A dispel magic spell, lesser restoration spell, or exposure to an antimagic field will render the jelly sharks of the swarm inert, transforming into a piece of normal candy.
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 jelly shark. The swarm can't regain hit points or gain temporary hit points.
ACTIONS
Gummy 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. If any members of the swarm are currently swallowed by the target, the target must make a DC 11 Constitution saving throw. On a failed save, the creature regurgitates any swallowed jelly sharks.
DESCRIPTION
Developed by a witch an obsession with confectionery, jelly sharks are living pieces of gummy jelly candy molded into the shape of, and behaving similarly to sharks. They often congregate in bowls or dishes where they lie perfectly still until a prey creature mistakes them for candy. A small number of jelly sharks will allow often themselves to be swallowed, reassembling their chewed forms in a creature's stomach before proceeding to eat them from the inside out. A larger number of jelly sharks will attack more overtly, the moment a creature reaches into the container they are waiting in.
You channel primal magic to cause your teeth sharpen and grow in additional rows. For the duration, you gain a bite attack you can use as an unarmed strike which deals 1d8 piercing damage. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using your bite attack. The bite attack is considered magical.
Your teeth return to normal when the spell ends. The spell ends if you cast it again or when there are no hostile creatures within 60 feet of you.
This spell’s bite attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
SO: I tried to compile everything I've done thus far and list it in the first post of this thread. That didn't work out because of the character limit for posts. So I considered cannibalizing further posts to continue that list to make it convenient to browse that shark-stuff I've generated for anyone wanting to do a campaign for shark week; but if I did that, more and more context provided as I posted thing would be lost, and cataloging new material as I go would be more work than I'm actually willing to do. So that won't be happening.
Instead, here's a link to the image gallery for all the images I've been gathering, editing, and attaching to shark stuff. To overwhelming majority have been turning into transparent PNGs, making them versatile for making game tokens.
Another shark that originally started off as a pun that I then got a little carried away with. This one is intended to be a follower type NPC for those player parties in need of a little extra support. Shark waifu anyone?
MATRON SHARK
MATRON SHARK
Medium fey (NPC, Shapechanger, humanoid, misc creature), neutral good
LanguagesUnderstands Aquan, Common, and Sylvan but can only speak while in humanoid form
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.
Innate Spellcasting. The shark's innate spellcasting ability is Wisdom (spell save DC 12). The shark can innately cast the following spells, requiring no components:
Limited Amphibiousness. The shark can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Sense Illness. The shark senses creatures that don't have all their hit points or are inflicted with a condition or disease within 120 feet of it at will. This trait otherwise works like the detect poison and disease spell but isn't itself magical.
ACTIONS
Bite.Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Jaws of Life. When the shark hits a target with its bite, it can use a bonus action to cause an additional effect of its choice from the list below. The shark can’t use the same effect two rounds in a row.
Anesthetic. The target gains 9 (2d6 + 2) temporary hit points and the target gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of the shark's next turn.
Relaxant. The target's exhaustion level reduces by one.
Restorative. The target regains 7 (2d4 + 2) hit points.
Sedative. The target must succeed on a DC 11 Constitution saving throw or be charmed by the shark for 1 hour. While charmed by the shark, a target gains resistance to psychic damage and immunity to the frightened condition. If the target is already inflicted with the frightened condition, it ends.
Stimulant. If the target is unconscious, the condition ends if it has at least 1 hit point. Otherwise, the target is affected as it would be by the haste until the start of the shark's next turn.
Malpractice. The shark inflicts 5 (1d8 + 1) poison damage to the target. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour.
Triage (Recharges after a Long Rest). When the shark uses its jaws of life, it can use the restorative effect in addition to the chosen effect as part of the same bonus action, regardless of the effect chosen.
Bedside Manner. The shark magically polymorphs into a merfolk-like humanoid with the lower body of a shark, or back into its true form. It reverts to its true form if it dies. Its statistics, are the same in each form, though in its humanoid form it gains the ability to speak any languages it understands. Any equipment it is wearing or carrying isn't transformed.
DESCRIPTION
A matron shark looks like a pink nurse shark, 6 to 10 feet in length, with a distinctive fin on its head in the shape of a nursing cap, complete with a cross-shaped spot, and is able to take the form of a merfolk-like humanoid with the lower body of a shark to interact with humanoid creatures.
Like most sharks, matron sharks are attracted to ill or wounded creatures. However, their reaction upon encountering such a creature is vastly different from what one would expect of a shark: they treat its illness or injury.
Matron sharks are thought to have evolved from mundane nurse sharks that found their way into the seas of the Feywild, where the eldritch magic permeating the plane influenced their evolution, causing the species to manifest the conceptual essence of their namesake: what it means to be a "nurse".
The matron shark's name is derived from the title for a chief or senior-most nurse on a medical staff, and serves differentiate them from common nurse sharks, noting their superiority as an intelligent lifeform.
The species is characterized by meek and docile behavior and a deep sense of empathy for other creatures. They are a predominantly female species; males are relatively rare but do in fact exist.
A matron shark's teeth are actually hollow, serving as natural syringes to deliver an array of alchemical compounds produced by a series of venom glands lining its jaw. The shark is able release a compound produced by its venom glands at will, giving their bite a wide range of medicinal properties. They use their venom to administer treatment to the ill or injured, only ever using harmful effects to defend themselves when threatened.
While they are usually docile and friendly creatures, it is important not to forget that they are a species of shark. Magical, sapient, and sentient sharks, but sharks nonetheless. While they are slow to anger and violence is frowned upon by matron shark society, when pushed they can be ruthless, combining a shark's savagery with a viciousness only intelligent minds are capable of.
Languages Understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)
TRAITS
Electrified Hull. The golem's surface is electrically charged. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage.
Illumination. The golem possesses eye-like fixtures it can turn on or off at will that emit bright light in a 30-foot radius and dim light for an additional 30 feet.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Siege Monster. The golem deals double damage to objects and structures.
Bite.Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Sword Fin.Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Torpedo (Recharge 6). The golem fires a torpedo at a space it can see within 120 feet of it, which explodes on impact. Each creature within 20 feet of an exploding torpedo must make a DC 19 Dexterity saving throw, taking 45 (10d8) thunder damage and becoming deafened for 1 minute on a failed save, or half as much damage without being deafened on a successful one.
DESCRIPTION
An aquatic construct built in the shape of a giant shark. Like other golems, they are nearly impervious to spells and ordinary weapons.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Jaws of Sharpness. When the shark attacks a creature with a melee weapon attack and rolls a 19–20 on the attack roll, that target takes an extra 9 (2d8) slashing damage. The shark then rolls another d20. If it rolls a 19–20, it lops off one of the target's limbs, with the effect of such loss determined by the GM. If the target has no limb to sever, the shark lops off a portion of its body instead.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing or slashing damage.
DESCRIPTION
A cretoxyrhina is an ancient, 20-foot long, shark species normally found in far out in the open oceans. They are often called butcher sharks because of the shape of their teeth and feeding habits.
Each tooth is roughly 3 inches long and shaped like a slightly curved knife. Thick enamel made them sturdy while the shark's interlocking jaws caused the teeth of the upper and lower jaws to continually scrape against each other, keeping them razor sharp. The cretoxyrhina is known to hunt prey as large or larger than itself and carve the carcass to shreds with its sharp teeth as it feeds.
By gathering threads of shadow material from the Shadowfell, or primal essence from the Feywild, you create a Huge shadowy shark which hovers in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 50 feet. At any point during its movement, you can cause it to make a bite attack against 1 creature. That creature must make an Intelligence saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the shark can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its bite.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the illusory shark's bite increases by 1d10 for each slot level above 3rd.
ELASMOBRANCHIAN ERUPTION
ELASMOBRANCHIAN ERUPTION
LEVEL 9th
CASTING TIME 1 ACTION
RANGE/AREA Sight (40 ft Sphere)
COMPONENTS V, S, M (a handful of shark teeth mixed with shards of volcanic glass or rock, which the spell consumes)
DURATION 1 Minute (Concentration)
SCHOOL Conjuration
DAMAGE/EFFECT Bludgeoning, Fire
The temperature rises dramatically as the ground begins to shake. With a violent blast, a volcano brimming with elementals sharks bursts from the earth at a point that you can see on the ground. The volcano is a 40-foot-radius sphere of earth and stone coated in lava centered on that point. When the volcano first appears each creature in its area must make a Dexterity saving throw. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
The volcano's area is difficult terrain that is covered in lava, which ignites flammable objects on contact. A creature that enters the volcano's area or starts its turn in there must make a Constitution saving throw, taking 6d10 fire damage on a failed save or half as much damage on a successful one.
Each round you maintain concentration on this spell, you can use an action to cause the volcano to gush, making lava flow down its slope and spread out across the ground in all directions, increasing the radius of the volcano's area by 10 feet.
Spells that deal cold damage or produce water that make contact with lava cause the area of lava they touch to cool and harden into solid stone (at least a 5-foot-square section is cooled). Each 5-foot-square cooled lava section has AC 5 and 15 hit points. Reducing a section of cooled lava to 0 hit points breaks it up, causing it to be remelted into lava. Each 5-foot-section of cooled lava is considered outside the volcano's area until it is destroyed.
A creature occupying a lava-filled space when it is cooled must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature is petrified until the cooled lava is destroyed. On a successful save, the creature immediately leaps on top of the newly cooled lava.
Additionally, each round you maintain concentration on this spell, the volcano hurls out magma elementals in the form of sharks on your turn. Lava sharks summoned by this spell use the statistics of the sharks listed below, though they are elementals instead of beasts, immune to fire and poison damage, vulnerable to cold damage, and possess the following traits:
Heated Body. A creature that touches the shark or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Volcanic Camouflage. The shark has advantage on Dexterity (Stealth) checks made while in lava.
Roll on the following table to determine what appears:
The volcano summons two groups. Roll twice more, rerolling any 6.
You choose the unoccupied spaces within the volcano's area where they appear.
The lava sharks are hostile to all creatures, including you. Roll initiative for the summoned lava sharks as a group, which has its own turns. The lava sharks pursue and attack the nearest non-lava sharks to the best of their ability.
Lava sharks summoned by this spell treat lava like water for the purpose of their swimming speed and Waterbreathing trait, and are immune to any damage inflicted by the spell. A lava shark that ends its turn outside of lava, takes cold damage, or makes contact with water is restrained until the end of its next turn. If a restrained lava shark ends its turn outside of lava, it must make a Constitution saving throw. If a lava shark fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The failures don't need to be consecutive; keep track of them until the lava shark accrues three failures or ends its turn in lava, resetting the count.
When the spell ends, the lava it produced cools and hardens into stone after 1 minute. Any lava sharks remaining when the lava cools are instantly petrified.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dazzling Light. Any humanoid that starts its turn within 30 feet of the shark and can see the shark must make a DC 11 Wisdom saving throw. On a failed save, the creature is affected as it would be by the hypnotic pattern spell.
Unless the target is surprised or the appearance of the shark is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the shark.
Illumination. The shark possesses tiny photophores all over its body it can turn on or off at will that emit bright blue light in a 15-foot radius and dim blue light for an additional 15 feet.
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
With fully grown specimens measuring no longer than 8 inches, one might expect a lantern shark does not pose much of a threat. However, they travel in large groups, and the glow of their bioluminescent bodies has a mesmerizing effect, dazzling would-be attackers.
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dazzling Light. Any humanoid that starts its turn within 30 feet of the swarm and can see the swarm must make a DC 13 Wisdom saving throw. On a failed save, the creature is affected as it would be by the hypnotic pattern spell.
Unless the target is surprised or the appearance of the swarm is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the swarm.
Illumination. The sharks of the swarm possess tiny photophores all over their bodies they can turn on or off at will that emit bright blue light in a 30-foot radius and dim blue light for an additional 30 feet.
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 lantern 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.
DESCRIPTION
With fully grown specimens measuring no longer than 8 inches, one might expect a lantern shark does not pose much of a threat. However, they travel in large groups, and the glow of their bioluminescent bodies has a mesmerizing effect, dazzling would-be attackers.
Grappler. The isonade has advantage on attack rolls against any creature grappled by it.
Hooked Carapace. The isonade's hide is covered in barbed hooks. The isonade's hooks latch on to anything that touches it. A Gargantuan or smaller creature latched onto the isonade's hooks is also grappled by the isonade (escape DC 15). Ability checks made to escape this grapple have disadvantage.
Innate Spellcasting. The isonade's spellcasting ability is Wisdom (spell save DC 14). The isonade can innately cast the following spells, requiring no material components:
Water Breathing. The isonade can breathe only underwater.
ACTIONS
Multiattack. The isonade 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: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Tail.Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is subjected to the isonade's Hooked Carapace trait.
Thrash.Melee Weapon Attack: +9 to hit, reach 5 ft., all creatures within 5 feet of the isonade. Hit: 11 (1d12 + 5) piercing damage, and the target is subjected to the isonade's Hooked Carapace trait.
DESCRIPTION
An isonade is a species of shark yokai found off the coast of Kara-Tur, most commonly near Wa. It is similar in size and appearance to giant sharks but with a chitinous carapace covered in hooks. An isonade is said to appear in stormy weather and stroke its tail across the decks of ships as the waves crash over it, using its hooks to drag passengers overboard.
Blood Frenzy. The bandringa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The bandringa can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
Rostrum.Melee Weapon Attack: +4 to hit, reach 10 ft., up to 2 creatures in range. Hit: 5 (1d6 + 2) bludgeoning damage.
Sift Sand. A 10-foot-radius cloud of sand extends all around the bandringa if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the sand.
DESCRIPTION
Bandringa is an ancient species of shark with an extremely long blade-shaped rostrum, similar to a paddlefish or sawfish. Though the shark can reach lengths of 20 feet, nearly half of that is accounted for by their snout. In addition to being lined with sensory organs, the bandringa can use its snout as a tool to uncover prey hidden beneath the sea bed or as a weapon, thrashing it about like a club.
Blood Frenzy. The falcatus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hit and Run. When the falcatus hits a creature with an attack and then uses its Dart, it does not provoke opportunity attacks during its Dash action.
Water Breathing. The falcatus can breathe only underwater.
ACTIONS
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Dart. The falcatus uses the Dash action as a bonus action.
Hook.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the falcatus can use its bite as part of the same Attack action.
DESCRIPTION
Falcatus is an ancient species of deep-sea shark measuring 10 to 12 inches long. In place of a dorsal fin, they develop a sickle-shaped forward-facing spine. Their large eyes and well developed tail fins lend allow them to see well and move quickly in the inky depths, making them formidable predators despite their small size.
Blood Frenzy. The wight has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Life Draining Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 9 (1d6 + 6) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie, unless the creature is restored to life or its body is destroyed.
DESCRIPTION
A wight shark is a giant shark that has been raised from the dead through powerful necromancy as a wight. Though not intelligent to control other undead, its efficiency as a killing machine allows it to create many of them rapidly, spreading its curse of undeath to any creature it kills.
Amazing. Thank you.
Holy crap! LOL!
Dungeonmastering since 1992!
Another fantasy/sci fi shark. At the moment, I do not have any other xenomorphs; but that may change in the future.
ALIEN SHARK
ALIEN SHARK
Medium aberration, unaligned
Armor Class 16 (Natural Armor)
Hit Points 45 (7d8 + 14)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
15 (+2)
4 (-3)
12 (+1)
5 (-3)
Skills Perception +7, Stealth +7
Damage Vulnerabilities Cold, Fire
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 17
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Acid Blood. When the alien shark takes damage, all creatures within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 4 (1d8) acid damage. Any nonmagical armor made of metal or wood a creature subject to this acid damage is wearing corrodes, taking a permanent and cumulative −1 penalty to AC. If its penalty drops to −5, or reduces the creature's AC to a value equal to or less than its unarmored AC, the armor is destroyed.
Any nonmagical weapon made of metal or wood that hits the alien shark corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
If the alien shark takes cold or fire damage, this trait doesn't function at the start of the alien shark's next turn.
Alien Anatomy. The alien shark does not need to breathe.
Astral Swimming. When the shark it not subject to normal gravity, it gains a flying speed (with the ability to hover) equal to its swim speed.
Blood Frenzy. The alien shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Death Throes. When the alien shark dies, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. This damage is double against objects and structures, and the armor and weapons of any creature subjected to acid damage from this explosion corrode as outlined in the alien shark's Acid Blood trait.
If the alien shark is reduced to 0 hit points by cold or fire damage, this trait doesn't function.
Hive Mind. The alien shark is telepathically linked with its hive's queen, and the alien shark can use this link to communicate with any other xenomorph linked to the same queen.
Night Stalker. The alien shark has advantage on Dexterity (Stealth) checks made while dim light or darkness.
Sneak Attack. Once per turn, the alien shark can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 14).
Jaw Jab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature grappled by the alien shark, it also takes an additional 3 (1d6) acid damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning, piercing, or slashing damage.
Cocoon. The alien shark spews black, viscous ooze, coating an incapacitated living creature. If the creature has 0 hit points, it becomes stabilized. The ooze hardens into a resin cocoon after 1 minute, at which point the target is restrained. If the alien shark is still in combat, it attempts to break away, carrying the cocoon with it back to its hive.
A cocoon created by the alien shark has an AC of 15 and 30 hit points, and shares all the alien shark's damage immunities, resistances, and vulnerabilities. Reducing the cocoon to 0 hit points shatters the cocoon, freeing the creature inside.
DESCRIPTION
A variant form of a genetically volatile and adaptive eusocial endoparasitic extraterrestrial species endemic to the Far Realm and depths of Wildspace most commonly referred to simply as either aliens or xenomorphs.
This xenomorph was most likely produced using a shark for a host, bearing the overall shape and many of the abilities of its host species. Its eyeless skull boasts a maw with multiple rows of sharp and serrated teeth. It also bears the xenomorph species' trademark; a second, inner set of pharyngeal jaws located at the tip of a long, tongue-like proboscis which can extend rapidly for use as a weapon. There are claws on the tips of its fins and blades on the flukes of its tail.
It body is covered in a chitinous exoskeleton; but this is far from a xenomorph's only defense. Its blood is acid, and its body pressurized. When the xenomorph sustains damage, its acid blood sprays from the wound; and when it dies, it bursts, dousing the area in acid.
Though they act in a predatory nature, xenomorphs try not to kill their prey. Instead, they encase them in cocoons made from resin produced by their bodies, and bring their still-living victims back to their hives to serve as hosts for the next generation of xenomorph larva.
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
Shark Armor, Weapons, and Crafting Materials. (This post is incomplete and will be updated at a later point)Light Armor
Light Armor
Sharkskin. The skin of a shark is a supple but durable leather; as flexible as cloth but much sturdier. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Shark Leather. Shark Leather is sharkskin that has been stiffened by being boiled in oil. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Medium Armor
Medium Armor
Sharkhide. This crude armor consists of multiple layers of sharkskin, offering more protection than plain sharkskin armor without much more effort or skill to create. The outer surface is covered in tooth-like scales which inflict 1d4 slashing damage to any creature that that attempts to grapple the wearer.
Sharktooth. This armor consists of a coat and leggings of leather (usually sharkskin) covered with shark teeth which overlap similarly to scale mail. A creature that touches the wearer or hits them with a melee attack while within 5 feet of them takes 1d6 slashing damage. The teeth tend to clack and clatter against one another, making it impractical for wear when stealth is needed.
Sharkbone. Sharkbone armor is crafted from cured cartilage from a shark's skeleton. It is tough and durable like plate armor, but far more flexible and soft enough not to make noise while moving, allowing a wearer to maintain stealth. However, intact shark skeletons are hard to come by. Combined with the pricey materials and expertise needed to cure the cartilage for use makes a suit of sharkbone incredibly expensive to purchase and maintain.
Heavy Armor
Heavy Armor
Sharkjaw. Sharkjaw, as the name would suggest, consists of horizontally interlocking shark jaws that cover the entire body. A suit of sharkjaw includes gauntlets, boots, a visored helmet (the upper jaws can be lowered to protect the eyes, the wearer still being able to see between the jaw's teeth), and thick layers of padding underneath. The jaw bones clack and clatter as the wearer moves, making this armor impractical when stealth is needed.
The shark jaws over the wearer's hands and feet are positioned in such a way to allow the wearer to strike with them. While wearing this armor, a wearer's unarmed strikes deal 1d8 piercing damage. Additionally, a creature that touches the wearer or hits them with a melee attack while within 5 feet of them takes 1d6 slashing damage. The largest drawback to this armor that that a shark only has 1 pair of jaws, and this armor consists of dozens upon dozens of complete jaw bones of various sizes. A large number of sharks of varying size are required to complete (and often to repair) a set of sharkjaw armor. Combine with the value of a shark's jaws as a trophy makes a set of armor painfully expensive.
Simple Melee Weapons
Simple Melee Weapons
Hoe. Pronounced ho-eh, these weapons can not only be used as a weapon in combat, but also used as a paddle. When using a hoe as a paddle, a hoe's wielder has advantage on any ability check they make using vehicles (water), provided the vehicle is no larger than a Huge-sized creature.
Ihe. Made of a single piece of wood with rows of shark teeth lashed into place along it striking end, this lightweight short spear is highly versatile, able to serve as a two-handed, one-handed, or projectile weapon.
Ku'eku'e. A ku'eku'e is a fist weapon carved from wood with shark teeth set along the striking edge. A marlin bill or wooden spike is often affixed to one side, allowing the ku'eku'e to double as a dagger.
Lei'o'mano. A leiomano is a sword-shaped wooden club with shark teeth lashed along its flat edges. The center of the flat club is often hollowed out to allow the wood to have more give, preventing it from breaking on impact.
Maka. A tiny pronged wooden dagger intended for gouging at an enemy's vital points. Shark teeth lashed to its sides facilitate more versatile uses for the weapon.
Makau. This weapon is a large wooden club shaped like a fish hook, giving it a multitude of uses both in and out of combat. On a hit, the wielder of the makau can use a bonus action to catch the weapon's hook on an opponent's armor, causing the target to be grappled by the makau (escape DC 15). Amphibious and waterbreathing creature have disadvantage on any ability check to escape this grapple.
Niho 'Oki. A simple but effective weapon consisting of a single shark tooth lashed to a small wooden handle and used as a knife.
Rere. A short sword carved from wood or bone to which shark teeth are lashed to the striking edges.
Simple Ranged Weapons
Simple Ranged Weapons
Speargun. This crossbow-like weapon uses a loop of elastic material to sling a spear-like projectile. While fired underwater, a speargun does not suffer any ill effects to its range or accuracy. A speargun can use arrows, crossbow bolts, javelins, spears, or tridents as ammunition
Martial Melee Weapons
Martial Melee Weapons
Ko'i. A ko'i is a large, wooden great axe lined with shark teeth that has an extremely broad end opposite of the axe head, allowing the weapon not only to double as a greatclub, but providing a suitable handle to grip to throw the weapon with maximum devastating force.
Martial Ranged Weapons
Martial Ranged Weapons
Harpoon Gun. This heavy crossbow-like weapon uses a either hydraulic or spring pressure to fire a spear-like projectile on a long rope. While fired underwater, a harpoon gun does not suffer any ill effects to its range or accuracy. On a hit, the target is grappled (escape DC 15). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the wielder. A creature takes 1d12 slashing damage if it escapes from the grapple or if it tries and fails. As an action, the wielder can winch the harpoon in, pulling the creature grappled by it 15 feet closer. A harpoon gun can grapple only one creature at a time, and cannot be fired again while grappling a creature.
A harpoon gun can use arrows, crossbow bolts, javelins, spears, or tridents as ammunition
Ammunition
Simple Ranged Weapons
Sharktooth Arrows. Due to the natural shape and sharpness of a shark's tooth, using one as an arrow head saves the time and effort of fashioning one from metal, stone, or wood. Sharktooth arrows are therefore cheaper to purchase than other arrows, and can be crafted in half the time. However, shark teeth are more brittle than usual arrowheads, and break on impact. Sharktooth arrows cannot be recovered from the battlefield after being fired.
Crafting Materials
Crafting Materials
Sharkbone. An item usually made of wood or metal can be constructed from the cartilage from a shark's skeleton. Such an item costs twice as much gp to manufacture due to the expensive materials needed to cure the cartilage to harden it and prevent it from rotting, but can be sold for three times its base value. A weapon crafted from sharkbone gains the Finesse weapon property. If the normal weapon would usually have the Heavy weapon property, one made of sharkbone does not. If the normal weapon would not usually have the Heavy weapon property, one made of sharkbone gains the Light weapon property. Sharkbone cannot be used to craft items requiring complex parts such as crossbows.
Shark Jelly. The super conductive hydrogel found inside of a shark's ampullae of Lorenzini (the organs that allow them to detect electromagnetic currents in the water) can be harvested and used to craft one of the following substances:
Lightning Grease. Rare Alchemical Substance. This clear, gelatinous oil sparks with tiny bolts of electricity. The oil can coat one weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals an additional 1d6 lightning damage on a hit.
Potion of Electroreception. Very Rare Potion. When you drink this potion, you gain the ability to detect electromagnetic currents for 1 hour. You are treated as though you have Blindsight up to a distance of 30 feet. This sense is limited, and only able to detect living creatures. If you are subjected to lightning damage while under the effects of this potion, its effects cease to function until the end of your next turn.
Potion of Lightning Breath. Uncommon Potion. This potion's electric blue liquid flickers, and sparks fill the top of the container and shoot out whenever it is opened. After drinking this potion, you can use a bonus action to exhale lightning at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the lightning three times or when 1 hour has passed.
Potion of Lightning Resistance. Uncommon Potion. When you drink this potion, you gain resistance to lightning damage for 1 hour.
Superconductor. Uncommon Alchemical Substance. This sticky, adhesive, water resistant gel amplifies electrical currents that pass through it. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the superconductor as an improvised weapon. On a hit, the target gains vulnerability to lightning damage for 1 hour. A creature can end this damage by using its action to make a DC 15 Dexterity check to scrape off the gel. The gel immediately falls off if the target is subjected to acid, cold, or fire damage.
Shark Meat. Not all sharks are considered edible, but of those that are, nearly all parts of the shark can be eaten. Shark meat is very fishy in flavor. Those who enjoy the taste of seafood consider it rich and savory, while those who dislike seafood find it foul.
Shark Fin Soup. A shark's fin stewed in a broth of exotic spices. A flask of shark fin soup contains 3 servings. You can use a bonus action to consume 1 serving from this flask and regain 1 expended class resource you normally spend to activate or enhance your abilities such as ki points, sorcery points, or superiority die. If used to restore a spell slot, you regain the use of 1 spell slot of the 3rd level or lower.
Shark Liver Oil. A shark's liver contains a high concentration of oil which can be extracted and used to craft one of the following substances:
Potion of Greater Healing. Uncommon Alchemical Substance. You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Potion of Heroism. Rare Alchemical Substance. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Potion Of Speed. Very Rare Alchemical Substance. When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Potion of Vitality. Very Rare Alchemical Substance. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Potion of Water Breathing. Uncommon Alchemical Substance. You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Shark Repellent. Uncommon Alchemical Substance. This foul smelling black oil is produced from the fermented bodily fluids of a dead shark. While underwater, you can use an action to uncork this flask to activate its effects, which last for 1 hour. Whenever an amphibious or waterbreathing creature comes within 30 feet of the flask, it must succeed on a DC 15 Intelligence saving throw or become frightened for 1 minute.
A creature frightened as a result of this effect must spend its turns trying to move as far away from the flask as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. 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, the creature is immune to the effects of shark repellent for the next 24 hours.
Sharkskin. Sharkskin can be used in place of cloth or leather. An item made from sharkskin is rough to the touch, increasing its traction on contact. The effect this traction has if up to the discretion of your DM. Some examples include:
Shark Teeth. Shark teeth can be used in a wide variety of ways. The most common way is to attach them to weapons or armor. A weapon with shark teeth attached deals an additional 1d4 piercing or slashing damage on a hit. Armor with shark teeth attached causes 1d4 slashing damage to any creature that attempts to grapple the wearer. Additional effects are up to the discretion of your DM.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Magic Items
Figurine of Wondrous Power (Greenstone Shark)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Greenstone Shark (Rare). This greenstone statuette of a hammerhead shark is about 3 inches long. It can become a hunter shark for up to 24 hours, and can be ridden as a mount. While a creature is riding on the hunter shark's back, it gains the ability to breathe underwater. Once it has been used, it can't be used again until 5 days have passed.Wand of Sharks
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Conjure Shark. While holding the wand, you can use an action to expend some of its charges to cast conjure fey to summon one of the following creatures: 1 giant shark (5 charges), 1 hunter shark (2 charges), or 2 reef sharks (1 charge)
Command Shark. While holding the wand, you can use a bonus action to expend some of its charges to cast one of the following spells on a shark: beast bond (1 charge), dominate beast (5 charges, DC 17, 5-level spell, 10 minute duration)
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Three more real-world sharks.
BULL SHARK
BULL SHARK
Medium beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 45 (7d8 + 14)
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, Stealth +3
Senses Blindsight 30 ft., Darkvision 60 ft., Tremorsense 60 ft. (detects vibrations in water), Passive Perception 12
Languages - -
Challenge 3 (700 XP)
TRAITS
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Interlocking Teeth. When the shark grapples another creature, that creature has disadvantage on ability checks made to escape the grapple.
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. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the shark can't bite another target.
Chew. The shark reapplies its bite damage to a creature it is grappling.
Thrash. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet of the shark. Hit: 10 (1d12 + 4) bludgeoning damage. If a creature is currently grappled by the shark when it makes this attack, the grappled creature is also subject to damage from the shark's chew.
REACTIONS
Rage. The shark can use either its bite or its thrash when targeted by an attack. The triggering attack does not need to be successful in hitting the shark, and the creature targeted by this reaction does not need to be the attacker.
DESCRIPTION
While not a large species as far as sharks go, a bull shark's blood contains a higher concentration of testosterone, in both males and females, than nearly any other animal. This causes the bull shark not only to be an incredibly aggressive and unpredictable species, but also a powerfully built with dense musculature. Furthermore, a bull shark is tolerant of fresh water, and can be found well inland from the sea swimming in lakes, rivers, and swamps. A full-grown specimen measures 8 to 11 feet long.
Environments: Underwater
MAKO SHARK
MAKO SHARK
Large beast (misc creature), unaligned
Armor Class 14 (Natural Armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
15 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Acrobatics +6, Athletics +5, Perception +2, Stealth +6
Senses Darkvision 60 ft., Passive Perception 12
Languages - -
Challenge 3 (700 XP)
TRAITS
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 has advantage on Wisdom (Perception) checks relying on vision.
Momentum. The shark adds its Dexterity modifier to its melee attack and damage rolls. (Already been included in the shark's attacks.)
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Dart. The shark can use the Dash action as a bonus action.
Burst of Speed (Recharges after a Short or Long Rest). The shark can use the Dash action as a free action during its turn.
DESCRIPTION
The open ocean dwelling mako is one of the fastest shark species to have ever lived. Their dark blue coloration helps them bend in with the water around them while their large eyes grant them eyesight keen enough to see through even the murkiest depths. Once they have locked on to a target, they pursue it in a burst of phenomenal speed. Their piston-like muscle allow them to sustain a rapid swim speed over an extended period of time, enabling them to run down even the quickest prey. A fully grow specimen measures between 8 and 14 feet long.
Environments: Underwater
TIGER SHARK
TIGER SHARK
Large beast (misc creature), unaligned
Armor Class 12 (Natural Armor)
Hit Points 76 (8d10 + 32)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
18 (+4)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2, Stealth +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 3 (700 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: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The shark may then make a Strength (Athletics) check opposed by a Strength (Athletics) check made by the target. If the shark wins, it chooses either to disarm the target, or damage its armor.
If it chooses to disarm the target, the shark swallows its weapon or whatever item it was holding in its hand.
If it chooses to damage the target's armor, any armor the target is wearing takes a permanent and cumulative −1 penalty to AC. If this penalty drops to −5 or the target's AC drops to a value equal to its Unarmored AC or less, the armor is destroyed. The shark swallows any piece of armor removed by damaging the target's armor.
The shark can have no more than 5 items swallowed at a time.
Items the shark swallows can be retrieved if the shark dies, or if it regurgitates them.
Regurgitate. The shark violently regurgitates 1 piece of armor, weapon, or item it has swallowed during the current encounter at a target within 20 feet of it. That target must make a DC 12 Dexterity saving throw. On a failed save, if the regurgitated item is a weapon or item that deal damage on use, the target takes damage as through it had been attacked with that item by the shark, using the shark's Strength modifier for the damage roll as applicable. Otherwise, if the regurgitated item is a piece of armor or other object that does not deal damage on use, the target takes 6 (1d4 + 4) bludgeoning damage. Consumable items are expended when regurgitated.
DESCRIPTION
Tiger sharks are renowned for their dietary habits. They will eat anything. Literally. Full suits of armor, bottles, cart wheels, buckets, and a complete chicken coop are merely a few examples of clearly inedible objects that have either been observed being eaten by a tiger shark or found in one's belly. Due to their impartiality when it comes to food, they are regarded as man-eaters: sharks that view humanoids as a legitimate prey species rather than targets of opportunity or desperation. A fully grown tiger shark is 13 to 16 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
The idea for this next shark was originally just a whimsy... and then I ended up fully developing the thing, and now am toying with the idea of making it a player race...
CARDSHARK
CARDSHARK
Medium fey (NPC, Misc Creature, humanoid), any
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 20 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
13 (+1)
10 (+0)
10 (+0)
15 (+2)
Skills Deception +4, Insight +2, Intimidation +4, Perception +2, Persuasion +4, Sleight of Hand +4
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Aquan, Common, Sylvan
Challenge 1/2 (100 XP)
TRAITS
Ace in the Hole. The cardshark possesses a compete deck of illusions.
Amphibious. The cardshark can breathe air and water.
Gambler. The cardshark has advantage on Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), Dexterity (Sleight of Hand), and Wisdom (Insight) ability checks when playing a game.
Smoker. The cardshark must puff smoke from a cigar at least once every two hours or its Intelligence is reduced to 1 and its Charisma is reduced to 5. This effect lasts for 7 days or until the cardshark puffs cigar smoke. If the effect is ended due to exceeding 7 days, the cardshark is restored to normal, but loses this trait.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Blow Smoke (3/day). The cardshark takes a deep draw on its cigar and exhales a cloud of smoke in a 15-foot cone. The area is heavily obscured for 1 minute, although a significant current can disperse the smoke. Additionally, all creatures in the cone, or who enter the cone on subsequent turns, must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A creature may use an action to rub the smoke clear from their eyes, ending the effect.
After blowing smoke, the cardshark can use the Dash action as a bonus action.
Draw. The cardshark draws a card from its deck of illusions.
Jabber Jaws. The cardshark makes Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check.
REACTIONS
Bait and Switch. When an attack is made against the cardshark, it makes a Strength (Athletics) or Dexterity (Acrobatics) check (cardshark's choice) against 1 other creature within 5 feet of it that is not the attacker, opposed by that creature's own Strength (Athletics) or Dexterity (Acrobatics) check (creature's choice). If the cardshark is successful, it switches places with the creature. That creature then becomes the target of the attack instead of the cardshark.
Trap Card. When an attack requiring an attack roll is made against the cardshark, it can use its reaction to draw and use a card from its deck of illusions. The illusionary creature leaps out at the attacker, distracting them, causing them to have disadvantage on the attack roll.
DESCRIPTION
A cardshark is a shark that has developed not only the ability to survive on land, walking up right on its tail fins, but humanoid intelligence. They are a recent breed, having only begun to appear in the past few decades. As such, much about them is still unknown, and information gathered from the cardsharks themselves has not been particularly useful in explaining their existence.
One ridiculous and yet oddly valid theory is that cardsharks either are or evolved from captive sharks kept in tanks on display in gambling parlors in the Feywild. Exposed the the life-filled magic of the Feywild, the sharks then adapted to their environment, becoming extremely specialized "predators" unique to their habitat.
Cardsharks are renowned for their poker face. After all, when confronted with the toothy-jawed face of a shark, the last thing a humanoid is like to think about is whether or not the other player is bluffing, and are for more likely to ponder how to avoid becoming lunch. Interestingly, cardsharks have similar diets to most other humanoids, apart from seals, turtles, and fish, which they still prefer not only raw, but live. They have also been known to bite dolphins to death, though they usually do not eat the carcass: they just hate dolphins.
Cardsharks can and do speak, and are surprisingly eloquent and charming, if somewhat gruff at times. They have a gift for gab, jabbering on to put humanoids at their ease, talk their way out of difficulty, or distract marks. In general, cardsharks prefer to avoid combat, preferring instead to settle conflict with words, or, better yet, a game. However, a hesitance for violence is not the absence of capability. After all, civilized or no, a cardshark is still a shark.
They have a taste for the finer things in life. Tobacco, in particular, as the addictive plant has become a substitute for their more primal craving for flesh and blood. If a cardshark is deprived of nicotine, as part of its withdrawal symptoms, it become savage, and feral, temporarily losing its mind and wit and reverting to nothing more than a shark that can walk.
To supply themselves with the tobacco they crave as well as any other fineries they may desire, cardsharks often engage in games of chance against other creatures to earn the gold to obtain what they desire. Lawfully aligned cardsharks will often make their earnings through fairly acquired gambling winnings, and are often expert players of their chosen game. Neutrally aligned cardsharks gamble in a manner that is usually in accordance with the rules, but not actually fair; such as card counting. Chaotically aligned Cardshark just plain cheat and hustle, often setting themselves up as confidence tricksters.
Cardsharks are also frequently hired on as dealers in gambling parlors or casinos. First, because they are incredibly skilled in games of chance. Second, they are sharks, and therefore ideal employees for deterring theft and disruptive behavior.
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
And alternate take on the "card shark" pun.
CARD SHARK (Not to be confused with "Cardshark"; note the space between the words)
CARD SHARK (SHARK OF MANY THINGS)
Tiny construct, unaligned
Armor Class 13 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft., fly 40 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
13 (+1)
4 (-3)
10 (+0)
5 (-3)
Damage Vulnerabilities Fire
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 30 ft., Passive Perception 12
Languages --
Challenge 1/8 (25 XP)
TRAITS
Antimagic Susceptibility. The card shark is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the card shark must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious.
Card Construct. The card shark is an animate, complete, 22-card deck of many things, that becomes a medium reef shark made of cards when activated. Its statistics, are those provided in this entry. It reverts to a deck of many things if it dies or is incapacitated.
False Appearance. While the card shark remains inactive, it is indistinguishable from a normal deck of cards.
Waterproof. Despite being made of paper, the card shark is not damaged by water or any other mundane fluids, but can be damaged by alchemical or magical substances.
ACTIONS
Fangs of Fate. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the card shark draws a card from the deck of many things, subjecting the target to the card's effect as though the target had declared the intent to draw 1 card and then drawn the card.
REACTIONS
Shuffle. When the Fool or the Jester is drawn from the card shark's deck of many things, it immediately uses a bonus action to add the card back into its deck after the card's effects resolve. Failure to execute this reaction when triggered results in the card shark's immediate death and its deck of many things crumbling to dust. The card shark may execute this reaction when it is triggered regardless of whether or not it has already taken a reaction during the current round.
DESCRIPTION
A card shark is a deck of many things that has been enchanted either as a curse upon anyone coming into possession of it, attacking would-be owners, or to serve as a familiar to the magically inclined with a flair for either games of chance or tempting fate.
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
Completed the shark armor entries in the items post earlier on. Made some head shark weapons, and put in 2 magic items.
Now: one more ancient and one more modern shark. First, the ancient one:
CLADOSELACHE
CLADOSELACHE
Small beast (misc creature), unaligned
Armor Class 13
Hit Points 16 (4d6 + 4)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
13 (+1)
1 (-5)
10 (+0)
3 (-4)
Skills Perception +2
Senses Darkvision 30 ft., Passive Perception 12
Languages - -
Challenge 1/8 (25 XP)
TRAITS
Blood Frenzy. The cladoselache has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Spines. The cladoselache has thorny spines on its back. A creature that touches the cladoselache or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Water Breathing. The cladoselache can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dart. The cladoselache uses the Dash action as a bonus action.
Burst of Speed (Recharges after a Short or Long Rest). The cladoselache can use the Dash action as a free action during its turn.
DESCRIPTION
Reaching a maximum length of 6 feet, the ancient cladoselache is one of the earliest true sharks to develop on the planet. It relies on its speed, overtaking its prey and consuming it whole from behind, tail first.
Environments: Underwater
Now for the modern:
ARCTIC SHARK (GREENLAND SHARK)
SHARK
Huge beast (misc creature), unaligned
Armor Class 13
Hit Points 125 (10d12 + 60)
Speed 0 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
11 (+0)
22 (+6)
1 (-5)
10 (+0)
5 (-3)
Damage Immunities Cold, Poison
Condition Immunities Blinded, Exhaustion
Senses Blindsight 60 ft., Passive Perception 12
Languages - -
Challenge 4 (1,100 XP)
TRAITS
Icy Jaws. The shark has advantage on melee attack rolls against any creature that is not adapted to cold climates
Illumination. The shark sheds dim light in a 30-foot radius.
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: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
DESCRIPTION
An arctic shark is 16 to 24 feet long and found exclusively in extremely cold water. They are incredibly long-lived fish, living well over 200 years; some reaching an age well past 500. They move slowly in comparison to other animals, but are totally immune to the fatigue and lethargy of swimming in icy water. What they lack in speed, they make up for in patience; slowly, steadily, and ceaselessly pursuing prey until they catch up or their target freezes to death.
They have terrible eyesight, relying heavily on their sense of smell and ability to detect electromagnetic currents. Many are blinded entirely due to symbiotic crustaceans anchoring themselves to the sharks' corneas. In exchange for taking the sharks' sight, the crustaceans bioluminesce, their eerie natural light luring in fish for the shark to feed on.
Their blood contains a high amount of a substance toxic to other animals which prevents it from freezing.
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
And now: shark gods.
SEKOLAH
SEKOLAH
Gargantuan fiend, lawful evil
Armor Class 25 (Natural Armor)
Hit Points 594 (29d20 + 290)
Speed 0 ft., swim 120 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
24 (+7)
30 (+10)
21 (+5)
25 (+7)
23 (+6)
Saving Throws DEX +16, CON +19, WIS +16, CHA +15
Skills Intimidation +14, Perception +23, Stealth +15
Damage Resistances Fire, Lightning
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 33
Languages Aquan, Common, Infernal, Sahuagin
Challenge 30 (155,000 XP)
TRAITS
Blood Frenzy. Sekolah has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. Sekolah’s skin is covered in razor sharp, tooth-like scales. Any creature that touches Sekolah or hits him with a melee attack while within 5 feet of him takes 9 (2d8) slashing damage.
Discorporation. When Sekolah drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain of Sheyruushk in Stygia in the Nine Hells, and he is unable to take physical form for a time.
Innate Spellcasting. Sekolah’s spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, shape water, spiritual weapon (8th-level spell, 4d8 + 2 force damage on a hit, appears as a pair of shark jaws), tidal wave
3/day each: conjure fey (summons a giant shark), control water, dispel magic, fear, invisibility, maelstrom, polymorph (transforms target into a giant shark, hunter shark, or reef shark)
1/day each: control weather, plane shift, spirit guardians (9th-level spell, 9d8 radiant damage on a failed saving throw, appears as spectral sharks), tsunami
Legendary Resistance (3/Day). If Sekolah fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Sekolah is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Sekolah’s weapon attacks are magical.
Reactive. Sekolah can take one reaction on every turn in a combat.
Regeneration. Sekolah regains 30 hit points at the start of his turn.
Shark Lord. Sekolah can command any sahuagin or shark within 120 feet of him, using telepathy. As a shark deity, Sekolah's command over a shark is absolute, overriding any other creature's attempts to command it.
Siege Monster. Sekolah deals double damage to objects and structures.
Waterbreathing. Sekolah can breathe only underwater.
ACTIONS
Muliattack. Sekolah makes three attacks: one ram attack, one bite attack, one thrash attack. He can use his tail instead of his thrash.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 49 (6d12 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 26 Dexterity saving throw or be swallowed by Sekolah. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of Sekolah, and it takes 35 (10d6) acid damage at the start of each of Sekolah's turns.
If the Sekolah takes 50 damage or more on a single turn from a creature inside it, he 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 him. If Sekolah dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 20 feet of movement, exiting prone.
Breach (Recharge 5–6). Sekolah can leap out of the water to attack creatures on the water's surface or hovering above it. Sekolah uses the Dash action to move vertically through the water, 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 Sekolah moves at least 80 feet before reaching the surface, he may launch itself from the water up to half the distance he traveled during his Dash action into the air. Sekolah can then make a bite attack against the target. If the bite attack misses, Sekolah uses his ram attack against the same target, with the movement taken during this action counting as the movement requirement for that attack. If the target is successful on their saving throw against the ram attack, Sekolah uses his thrash.
Ram. If Sekolah moves at least 30 feet as part of his movement, he can then use this action to move into a 15-foot cube, centered on a space containing 1 or more creatures. Each creature in the area must succeed on a DC 27 Strength or Dexterity saving throw (target's choice) or take 45 (10d6 + 10) bludgeoning damage, or half as much damage on a successful save and he creature is pushed out of Sekolah's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in Sekolah's space.
Tail. Sekolah swipes his tail in a 30-foot cone. Any creature in the area must make a DC 27 Constitution saving throw, taking 28 (4d8 + 10) 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.
Thrash. Melee Weapon Attack: +19 to hit, reach 15 ft., all creatures within 15 feet of Sekolah. Hit: 37 (5d10 + 10) bludgeoning damage.
LEGENDARY ACTIONS
Sekolah 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. Sekolah regains spent legendary actions at the start of his turn.
Bite (Costs 2 Actions). Sekolah makes a bite attack.
Cast Spell. Sekolah casts 1 spell he can cast at will.
Feeding Frenzy (Costs 3 Actions). Each shark ally within 120 feet of Sekolah can use its reaction to move up to half its speed and make a bite attack.
Surge. Sekolah moves up to his speed.
Tail. Sekolah makes a tail attack.
Thrash (Costs 2 Actions). Sekolah makes a thrash attack.
DESCRIPTION
The Shark God of the sahuagin appears as a massive, nightmarish shark. Over 60 feet long and covered in spikes and spine, Sekolah also boasts not merely multiple rows of teeth like most other sharks, but multiple sets of entire jaws nested within his massive maw.
While Levistus may rule the frozen Fifth Hell of Stygia, this rule extends only to the shorelines. The frigid water of the ocean fed by the River Styx is Sheyruushk, the undisputed domain of the Shark God. However, Sekolah poses no threat the Archfiend's rule; and in fact has been quiet useful, as should the need arise to dispose of anything, all he need do is set it adrift. The inescapable jaws of Sekolah handle the rest.
Sekolah is unique for a powerful denizen of the Nine Hells in that he generally has no schemes or plans, no motivation or ideals. He concerns himself with nothing beyond being a shark, and the affairs of his adopted children: the sahuagin. However, this may not have always been the case. Sekolah has fierce rivalries with both Demogorgon the Prince of Demons, and fellow shark god Dakuwaqa the Guardian of the Reef.
Myths claim that, using a powerful artifact, Sekolah long ago forced the demon prince Demogorgon into servitude. Although the Prince of Demons ultimately won his freedom, he still is wary of directing attacks against his hated former master or the sahuagin who worship him. Still, he is pleased when his ixitxachitl worshipers shed sahuagin blood, and this has contributed in no small part to the cold rivalry between the two undersea races and the beings they worship.
There is also a myth tying Sekolah to his rival shark god, Dakuwaqa, claiming the two were once the same being who split into the separate deities. Neither deity will confirm or deny the story.
Both are gods of the sea, sharks, strength, and war. But there the similarities end. The lawful evil Sekolah represents all the negative aspects of a shark while chaotic good Dakuwaqa embodies the positive. Where Sekolah represents tyranny, Dakuwaqa represents protection and freedom. Sekolah's desire for strife and bloodshed are countered by Dakuwaqa's desire for harmony and the preservation of life and the natural balance. While Sekolah preaches greed and plunder, Dakuwaqa teaches moderation, taking only what one needs. Sekolah roams the frigid dark depths of the Nine Hells, while Dakuwaqa patrols the warm sunny shallows of the Feywild.
Sekolah's thick and thorny hide protects him from all manner of attack, and impales those who draw too close.
Environments: Underwater
DAKUWAQA
DAKUWAQA
Huge celestial (humanoid, fey), chaotic good
Armor Class 20 (Natural Armor)
Hit Points 478 (29d12 + 290)
Speed 60 ft., swim 60 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
24 (+7)
30 (+10)
21 (+5)
25 (+7)
23 (+6)
Saving Throws DEX +15, CON +18, WIS +15, CHA +14
Skills Athletics +18, Intimidation +14, Nature +13, Perception +23, Religion +13, Stealth +15
Damage Resistances Cold, Lightning
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 33
Languages Aquan, Celestial, Common, Primordial, Sylvan
Challenge 28 (120,000 XP)
TRAITS
Amphibious. Dakuwaqa can breathe air and water.
Blood Frenzy. Dakuwaqa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Denticles. Dakuwaqa’s skin is covered in razor sharp, tooth-like scales. Unless Dakuwaqa wishes otherwise, a creature that touches Dakuwaqa or hits him with a melee attack while within 5 feet of him takes 4 (1d8) slashing damage.
Discorporation. When Dakuwaqa drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Lalotai, and he is unable to take physical form for a time.
Innate Spellcasting. Dakuwaqa’s spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: animal messenger, detect magic, holy weapon (lei'o'mano only), shape water, tidal wave, wall of water, water breathing, water walk
3/day each: conjure fey (summons a giant shark), control water, dispel magic, fear, invisibility, maelstrom, polymorph (transforms target into a giant shark, hunter shark, or reef shark), watery sphere
1/day each: control weather, fog cloud (9th-level spell, 180 foot radius), plane shift, spirit guardians (9th-level spell, 9d8 radiant damage on a failed saving throw, appears as spectral sharks), storm of vengeance, tsunami, whirlwind
Legendary Resistance (3/Day). If Dakuwaqa fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Dakuwaqa is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Dakuwaqa’s weapon attacks are magical.
Regeneration. Dakuwaqa regains 30 hit points at the start of his turn.
Shark Lord. Dakuwaqa can command any shark within 120 feet of him, using telepathy. As a shark deity, Dakuwaqa's command over a shark is absolute, overriding any other creature's attempts to command it.
ACTIONS
Multiattack. Dakuwaqa makes three attacks: two with his lei'o'mano and one with his bite. He can use his tail instead of his bite.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage.
Lei'o'mano. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) piercing or slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be knocked prone
Haka. Dakuwaqa performs a war dance. While performing the haka, Dakuwaqa is unable to move or take any actions, bonus actions, or reactions. Dakuwaqa completes the haka at the start of his next turn. If Dakuwaqa takes damage before completing the haka, it is interrupted and is not completed.
Upon completing the haka, each creature of Dakuwaqa's choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 round.
Until the start of Dakuwaqa's next turn, if Dakuwaqa or one of his allies hits a frightened creature, the hit is a critical hit.
Change Shape. Dakuwaqa magically polymorphs into a human, merfolk, sea elf, triton, or shark that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (the Dakuwaqa's choice).
In a new form, Dakuwaqa retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, traits, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
REACTIONS
War Cry. When a creature rolls for initiative, Dakuwaqa can perform a haka. A haka performed as a reaction is considered to have begun during a previous round: Dakuwaqa takes his turn normally during the first round of combat.
LEGENDARY ACTIONS
Dakuwaqa 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. Dakuwaqa regains spent legendary actions at the start of his turn.
Cast Spell. Dakuwaqa casts 1 spell he can cast at will.
Feeding Frenzy (Costs 3 Actions). Each shark within 120 feet of Dakuwaqa can use its reaction to move up to half its speed and make a bite attack.
Savage (Costs 2 Actions). Dakuwaqa makes a bite attack against each creature within 10 feet of him.
Surge. Dakuwaqa moves up to his speed.
Swat Away. Dakuwaqa makes a lei'o'mano attack. If the attack hits, the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a straight line away from Dakuwaqa. If the saving throw fails by 5 or more, the target falls prone.
Tail. Dakuwaqa makes a tail attack.
DESCRIPTION
The Shark God of the Reef appears as a massive humanoid with the head, tail, and fin of a shark; standing 15 feet tall, and 30 feet long from nose to tail. His blue skin is covered in tā moko, traditional tattoo-like markings carved into the skin. Fearless, headstrong, and jealous, the Guardian of the Reef was once a god of conquest who set about conquering the islands of the South Sea on the Material Plane, seeking establish himself as the chief deity in the region.
It was during one such conquest that he knew his first and only defeat at the hands of a fellow sea deity, the goddess Kadavu, in the form of a giant octopus, who used her arms to restrain him. Unable to break free, and unable to move, Dakuwaqa, in his shark form, began to suffocate. Kadavu offered to release Dakuwaqa on the condition that the Shark God cease his conquest; arguing that if he truly wanted worshipers, he could earn more are a beneficent god than a tyrannical one. Dakuwaqa agreed to Kadavu's terms, and took her advice to heart, becoming a guardian deity of the islands' reefs.
Though he has reformed himself into a protector, Dakuwaqa's disposition has not much changed. Highly mercurial, his moods are as unpredictable and change as frequently as the tides. He revels in sport and competition. Proud and headstrong, he answers any challenge without so much as a second though. Egotistic, he has a deep craving for attention (especially from mortals) which was his primary reason for his previous attempts at conquest.
The Guardian of the Reef has a long history of animosity with Sekolah, the Caller from the Depths, and the two shark gods and their followers attack one another on sight. It is believed Sekolah instigated Dakuwaqa's attack on Kaduva's island, manipulating Dakuwaqa into attacking believing Kaduva would kill him. Others believe that Dakuwaqa and Sekolah were once the same being, which split into two distinct identities after being defeated by Kaduva. Neither will comment one way or the other about either theory.
Both are gods of the sea, sharks, strength, and war. But there the similarities end. The lawful evil Sekolah represents all the negative aspects of a shark while chaotic good Dakuwaqa embodies the positive. Where Sekolah represents tyranny, Dakuwaqa represents protection and freedom. Sekolah's desire for strife and bloodshed are countered by Dakuwaqa's desire for harmony and the preservation of life and the natural balance. While Sekolah preaches greed and plunder, Dakuwaqa teaches moderation, taking only what one needs. Sekolah roams the frigid dark depths of the Nine Hells, while Dakuwaqa patrols the warm sunny shallows of the Feywild.
The Guardian of the Reef is covered in a shark's thick, leathery hide; rough, even sharp, to the touch. His face is that of a golden-eyed bull shark. Bare of chest and foot, he wears only a piupiu grass skirt and leather straps on his wrists, ankles, and tail. He wields an enormous lei'o'mano, a flat, sword-shaped wooden club with shark teeth lashed to its edges. He has named his weapon Frenzy and is able to summon it into his hand at will; though he is no less dangerous without it, fully able to shred his enemies to ribbons with his bare hands and 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
Another sort of silly shark, but I'm still rather proud of this one.
JELLY SHARK
JELLY SHARK
Tiny ooze, unaligned
Armor Class 13 (Natural Armor)
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 5 ft., fly 5 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
Senses Blindsight 10 ft. (blind beyond this radius), Passive Perception 8
Languages - -
Challenge 0 (10 XP)
TRAITS
Blood Frenzy. The jelly shark has advantage on melee attack rolls against any creature that doesn't have all its hit points or has swallowed the jelly shark.
False Appearance. While the jelly shark remains motionless, it is indistinguishable from an ordinary piece of candy.
Snack Attack. When a creature consumes a jelly shark, the jelly shark reassembles its body in the creatures stomach in 1d4 minutes. After which the jelly shark begins eating its victim from the inside out. A dispel magic spell, lesser restoration spell, or exposure to an antimagic field will render the jelly shark inert, transforming into a piece of normal candy.
Tiny. The jelly shark can occupy another creature's space and vice versa.
ACTIONS
Gummy Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the jelly shark's space. Hit: 1 bludgeoning damage. If the jelly shark is swallowed by another creature, that creature must make a DC 6 Constitution saving throw. On a failed save, the creature regurgitates the jelly shark.
DESCRIPTION
Developed by a witch an obsession with confectionery, jelly sharks are living pieces of gummy jelly candy molded into the shape of, and behaving similarly to sharks. They often congregate in bowls or dishes where they lie perfectly still until a prey creature mistakes them for candy. A small number of jelly sharks will allow often themselves to be swallowed, reassembling their chewed forms in a creature's stomach before proceeding to eat them from the inside out. A larger number of jelly sharks will attack more overtly, the moment a creature reaches into the container they are waiting in.
Environments: Urban
SWARM OF JELLY SHARKS
SWARM OF JELLY SHARKS
Tiny ooze, unaligned
Armor Class 13 (Natural Armor)
Hit Points 24 (16d4 - 16)
Speed 0 ft., swim 5 ft., fly 5 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses Blindsight 10 ft. (blind beyond this radius), 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 or has swallowed members of the swarm.
False Appearance. While the swarm remains motionless, it is indistinguishable from an ordinary pile of candy.
Snack Attack. When a creature consumes a jelly shark from the swarm, the jelly shark reassembles its body in the creatures stomach in 1d4 minutes. After which the jelly shark begins eating its victim from the inside out. A dispel magic spell, lesser restoration spell, or exposure to an antimagic field will render the jelly sharks of the swarm inert, transforming into a piece of normal candy.
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 jelly shark. The swarm can't regain hit points or gain temporary hit points.
ACTIONS
Gummy 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. If any members of the swarm are currently swallowed by the target, the target must make a DC 11 Constitution saving throw. On a failed save, the creature regurgitates any swallowed jelly sharks.
DESCRIPTION
Developed by a witch an obsession with confectionery, jelly sharks are living pieces of gummy jelly candy molded into the shape of, and behaving similarly to sharks. They often congregate in bowls or dishes where they lie perfectly still until a prey creature mistakes them for candy. A small number of jelly sharks will allow often themselves to be swallowed, reassembling their chewed forms in a creature's stomach before proceeding to eat them from the inside out. A larger number of jelly sharks will attack more overtly, the moment a creature reaches into the container they are waiting in.
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
Another spell. This time a cantrip.
SHARK BITE
SHARK BITE
LEVEL Cantrip
CASTING TIME 1 ACTION
RANGE/AREA Self
COMPONENTS S
DURATION 1 Minute
SCHOOL Transmutation
DAMAGE/EFFECT Piercing
You channel primal magic to cause your teeth sharpen and grow in additional rows. For the duration, you gain a bite attack you can use as an unarmed strike which deals 1d8 piercing damage. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using your bite attack. The bite attack is considered magical.
Your teeth return to normal when the spell ends. The spell ends if you cast it again or when there are no hostile creatures within 60 feet of you.
This spell’s bite attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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 tried to compile everything I've done thus far and list it in the first post of this thread. That didn't work out because of the character limit for posts. So I considered cannibalizing further posts to continue that list to make it convenient to browse that shark-stuff I've generated for anyone wanting to do a campaign for shark week; but if I did that, more and more context provided as I posted thing would be lost, and cataloging new material as I go would be more work than I'm actually willing to do. So that won't be happening.
Instead, here's a link to the image gallery for all the images I've been gathering, editing, and attaching to shark stuff. To overwhelming majority have been turning into transparent PNGs, making them versatile for making game tokens.
SHARK WEEK Gallery
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Another shark that originally started off as a pun that I then got a little carried away with. This one is intended to be a follower type NPC for those player parties in need of a little extra support. Shark waifu anyone?
MATRON SHARK
MATRON SHARK
Medium fey (NPC, Shapechanger, humanoid, misc creature), neutral good
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 10 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
10 (+0)
13 (+1)
12 (+1)
15 (+2)
14 (+2)
Skills Investigation +3, Medicine +6, Nature +3, Perception +4, Persuasion +4
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 14
Languages Understands Aquan, Common, and Sylvan but can only speak while in humanoid form
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.
Innate Spellcasting. The shark's innate spellcasting ability is Wisdom (spell save DC 12). The shark can innately cast the following spells, requiring no components:
At will: resistance, spare the dying
3/day each: aid, protection from poison
1/day each: calm emotions, lesser restoration
Limited Amphibiousness. The shark can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Sense Illness. The shark senses creatures that don't have all their hit points or are inflicted with a condition or disease within 120 feet of it at will. This trait otherwise works like the detect poison and disease spell but isn't itself magical.
ACTIONS
Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Jaws of Life. When the shark hits a target with its bite, it can use a bonus action to cause an additional effect of its choice from the list below. The shark can’t use the same effect two rounds in a row.
Triage (Recharges after a Long Rest). When the shark uses its jaws of life, it can use the restorative effect in addition to the chosen effect as part of the same bonus action, regardless of the effect chosen.
Bedside Manner. The shark magically polymorphs into a merfolk-like humanoid with the lower body of a shark, or back into its true form. It reverts to its true form if it dies. Its statistics, are the same in each form, though in its humanoid form it gains the ability to speak any languages it understands. Any equipment it is wearing or carrying isn't transformed.
DESCRIPTION
A matron shark looks like a pink nurse shark, 6 to 10 feet in length, with a distinctive fin on its head in the shape of a nursing cap, complete with a cross-shaped spot, and is able to take the form of a merfolk-like humanoid with the lower body of a shark to interact with humanoid creatures.
Like most sharks, matron sharks are attracted to ill or wounded creatures. However, their reaction upon encountering such a creature is vastly different from what one would expect of a shark: they treat its illness or injury.
Matron sharks are thought to have evolved from mundane nurse sharks that found their way into the seas of the Feywild, where the eldritch magic permeating the plane influenced their evolution, causing the species to manifest the conceptual essence of their namesake: what it means to be a "nurse".
The matron shark's name is derived from the title for a chief or senior-most nurse on a medical staff, and serves differentiate them from common nurse sharks, noting their superiority as an intelligent lifeform.
The species is characterized by meek and docile behavior and a deep sense of empathy for other creatures. They are a predominantly female species; males are relatively rare but do in fact exist.
A matron shark's teeth are actually hollow, serving as natural syringes to deliver an array of alchemical compounds produced by a series of venom glands lining its jaw. The shark is able release a compound produced by its venom glands at will, giving their bite a wide range of medicinal properties. They use their venom to administer treatment to the ill or injured, only ever using harmful effects to defend themselves when threatened.
While they are usually docile and friendly creatures, it is important not to forget that they are a species of shark. Magical, sapient, and sentient sharks, but sharks nonetheless. While they are slow to anger and violence is frowned upon by matron shark society, when pushed they can be ruthless, combining a shark's savagery with a viciousness only intelligent minds are capable of.
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
Robot shark.
MECHANICAL SHARK
MECHANICAL SHARK
Huge construct, unaligned
Armor Class 20
Hit Points 230 (20d12 + 100)
Speed 0 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
11 (+0)
21 (+5)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)
TRAITS
Electrified Hull. The golem's surface is electrically charged. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage.
Illumination. The golem possesses eye-like fixtures it can turn on or off at will that emit bright light in a 30-foot radius and dim light for an additional 30 feet.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Siege Monster. The golem deals double damage to objects and structures.
Sonar. The golem can't use its blindsight while deafened.
ACTIONS
Multiattack. The golem makes two melee attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Sword Fin. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Torpedo (Recharge 6). The golem fires a torpedo at a space it can see within 120 feet of it, which explodes on impact. Each creature within 20 feet of an exploding torpedo must make a DC 19 Dexterity saving throw, taking 45 (10d8) thunder damage and becoming deafened for 1 minute on a failed save, or half as much damage without being deafened on a successful one.
DESCRIPTION
An aquatic construct built in the shape of a giant shark. Like other golems, they are nearly impervious to spells and ordinary weapons.
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 prehistoric species of shark.
CRETOXYRHINA
CRETOXYRHINA
Large beast (misc creature), unaligned
Armor Class 13
Hit Points 45 (6d10 + 13)
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 Darkvision 60 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.
Jaws of Sharpness. When the shark attacks a creature with a melee weapon attack and rolls a 19–20 on the attack roll, that target takes an extra 9 (2d8) slashing damage. The shark then rolls another d20. If it rolls a 19–20, it lops off one of the target's limbs, with the effect of such loss determined by the GM. If the target has no limb to sever, the shark lops off a portion of its body instead.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing or slashing damage.
DESCRIPTION
A cretoxyrhina is an ancient, 20-foot long, shark species normally found in far out in the open oceans. They are often called butcher sharks because of the shape of their teeth and feeding habits.
Each tooth is roughly 3 inches long and shaped like a slightly curved knife. Thick enamel made them sturdy while the shark's interlocking jaws caused the teeth of the upper and lower jaws to continually scrape against each other, keeping them razor sharp. The cretoxyrhina is known to hunt prey as large or larger than itself and carve the carcass to shreds with its sharp teeth as it feeds.
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
Two more spells.
ILLUSORY SHARK
ILLUSORY SHARK
LEVEL 3rd
CASTING TIME 1 ACTION
RANGE/AREA 120 ft
COMPONENTS S
DURATION 1 Minute (Concentration)
SCHOOL Illusion
DAMAGE/EFFECT Psychic
By gathering threads of shadow material from the Shadowfell, or primal essence from the Feywild, you create a Huge shadowy shark which hovers in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 50 feet. At any point during its movement, you can cause it to make a bite attack against 1 creature. That creature must make an Intelligence saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the shark can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its bite.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the illusory shark's bite increases by 1d10 for each slot level above 3rd.
ELASMOBRANCHIAN ERUPTION
ELASMOBRANCHIAN ERUPTION
LEVEL 9th
CASTING TIME 1 ACTION
RANGE/AREA Sight (40 ft Sphere)
COMPONENTS V, S, M (a handful of shark teeth mixed with shards of volcanic glass or rock, which the spell consumes)
DURATION 1 Minute (Concentration)
SCHOOL Conjuration
DAMAGE/EFFECT Bludgeoning, Fire
The temperature rises dramatically as the ground begins to shake. With a violent blast, a volcano brimming with elementals sharks bursts from the earth at a point that you can see on the ground. The volcano is a 40-foot-radius sphere of earth and stone coated in lava centered on that point. When the volcano first appears each creature in its area must make a Dexterity saving throw. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
The volcano's area is difficult terrain that is covered in lava, which ignites flammable objects on contact. A creature that enters the volcano's area or starts its turn in there must make a Constitution saving throw, taking 6d10 fire damage on a failed save or half as much damage on a successful one.
Each round you maintain concentration on this spell, you can use an action to cause the volcano to gush, making lava flow down its slope and spread out across the ground in all directions, increasing the radius of the volcano's area by 10 feet.
Spells that deal cold damage or produce water that make contact with lava cause the area of lava they touch to cool and harden into solid stone (at least a 5-foot-square section is cooled). Each 5-foot-square cooled lava section has AC 5 and 15 hit points. Reducing a section of cooled lava to 0 hit points breaks it up, causing it to be remelted into lava. Each 5-foot-section of cooled lava is considered outside the volcano's area until it is destroyed.
A creature occupying a lava-filled space when it is cooled must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature is petrified until the cooled lava is destroyed. On a successful save, the creature immediately leaps on top of the newly cooled lava.
Additionally, each round you maintain concentration on this spell, the volcano hurls out magma elementals in the form of sharks on your turn. Lava sharks summoned by this spell use the statistics of the sharks listed below, though they are elementals instead of beasts, immune to fire and poison damage, vulnerable to cold damage, and possess the following traits:
Heated Body. A creature that touches the shark or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Volcanic Camouflage. The shark has advantage on Dexterity (Stealth) checks made while in lava.
Roll on the following table to determine what appears:
You choose the unoccupied spaces within the volcano's area where they appear.
The lava sharks are hostile to all creatures, including you. Roll initiative for the summoned lava sharks as a group, which has its own turns. The lava sharks pursue and attack the nearest non-lava sharks to the best of their ability.
Lava sharks summoned by this spell treat lava like water for the purpose of their swimming speed and Waterbreathing trait, and are immune to any damage inflicted by the spell. A lava shark that ends its turn outside of lava, takes cold damage, or makes contact with water is restrained until the end of its next turn. If a restrained lava shark ends its turn outside of lava, it must make a Constitution saving throw. If a lava shark fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The failures don't need to be consecutive; keep track of them until the lava shark accrues three failures or ends its turn in lava, resetting the count.
When the spell ends, the lava it produced cools and hardens into stone after 1 minute. Any lava sharks remaining when the lava cools are instantly petrified.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
More real sharks
LANTERN SHARK
LANTERN 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.
Dazzling Light. Any humanoid that starts its turn within 30 feet of the shark and can see the shark must make a DC 11 Wisdom saving throw. On a failed save, the creature is affected as it would be by the hypnotic pattern spell.
Unless the target is surprised or the appearance of the shark is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the shark.
Illumination. The shark possesses tiny photophores all over its body it can turn on or off at will that emit bright blue light in a 15-foot radius and dim blue light for an additional 15 feet.
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
With fully grown specimens measuring no longer than 8 inches, one might expect a lantern shark does not pose much of a threat. However, they travel in large groups, and the glow of their bioluminescent bodies has a mesmerizing effect, dazzling would-be attackers.
Environments: Underwater
SWARM OF LANTERN SHARKS
SWARM OF LANTERN 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.
Dazzling Light. Any humanoid that starts its turn within 30 feet of the swarm and can see the swarm must make a DC 13 Wisdom saving throw. On a failed save, the creature is affected as it would be by the hypnotic pattern spell.
Unless the target is surprised or the appearance of the swarm is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the swarm.
Illumination. The sharks of the swarm possess tiny photophores all over their bodies they can turn on or off at will that emit bright blue light in a 30-foot radius and dim blue light for an additional 30 feet.
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 lantern 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.
DESCRIPTION
With fully grown specimens measuring no longer than 8 inches, one might expect a lantern shark does not pose much of a threat. However, they travel in large groups, and the glow of their bioluminescent bodies has a mesmerizing effect, dazzling would-be attackers.
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
ISONADE
ISONADE
Huge fey (misc creature), unaligned
Armor Class 16 (Natural Armor)
Hit Points 168 (16d12 + 64)
Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
13 (+1)
19 (+4)
4 (-3)
16 (+3)
5 (-3)
Skills Perception +7, Stealth +4
Senses Blindsight 60 ft., Passive Perception 17
Languages - -
Challenge 9 (5,000 XP)
TRAITS
Grappler. The isonade has advantage on attack rolls against any creature grappled by it.
Hooked Carapace. The isonade's hide is covered in barbed hooks. The isonade's hooks latch on to anything that touches it. A Gargantuan or smaller creature latched onto the isonade's hooks is also grappled by the isonade (escape DC 15). Ability checks made to escape this grapple have disadvantage.
Innate Spellcasting. The isonade's spellcasting ability is Wisdom (spell save DC 14). The isonade can innately cast the following spells, requiring no material components:
At will: tidal wave
3/day each: control water, invisibility
1/day each: control weather, storm of vengeance, tsunami
Water Breathing. The isonade can breathe only underwater.
ACTIONS
Multiattack. The isonade 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: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is subjected to the isonade's Hooked Carapace trait.
Thrash. Melee Weapon Attack: +9 to hit, reach 5 ft., all creatures within 5 feet of the isonade. Hit: 11 (1d12 + 5) piercing damage, and the target is subjected to the isonade's Hooked Carapace trait.
DESCRIPTION
An isonade is a species of shark yokai found off the coast of Kara-Tur, most commonly near Wa. It is similar in size and appearance to giant sharks but with a chitinous carapace covered in hooks. An isonade is said to appear in stormy weather and stroke its tail across the decks of ships as the waves crash over it, using its hooks to drag passengers overboard.
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
three more sharks, two real but extinct, and the other a fantasy species.
BANDRINGA
BANDRINGA
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)
13 (+1)
13 (+1)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages - -
Challenge 1/2 (100 XP)
TRAITS
Blood Frenzy. The bandringa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The bandringa can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
Rostrum. Melee Weapon Attack: +4 to hit, reach 10 ft., up to 2 creatures in range. Hit: 5 (1d6 + 2) bludgeoning damage.
Sift Sand. A 10-foot-radius cloud of sand extends all around the bandringa if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the sand.
DESCRIPTION
Bandringa is an ancient species of shark with an extremely long blade-shaped rostrum, similar to a paddlefish or sawfish. Though the shark can reach lengths of 20 feet, nearly half of that is accounted for by their snout. In addition to being lined with sensory organs, the bandringa can use its snout as a tool to uncover prey hidden beneath the sea bed or as a weapon, thrashing it about like a club.
Environments: Underwater
FALCATUS
FALCATUS
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
2 (-4)
16 (+3)
10 (+0)
1 (-5)
10 (+0)
2 (-4)
Senses Darkvision 60 ft., Passive Perception 10
Languages - -
Challenge 1/8 (25 XP)
TRAITS
Blood Frenzy. The falcatus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hit and Run. When the falcatus hits a creature with an attack and then uses its Dart, it does not provoke opportunity attacks during its Dash action.
Water Breathing. The falcatus can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Dart. The falcatus uses the Dash action as a bonus action.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the falcatus can use its bite as part of the same Attack action.
DESCRIPTION
Falcatus is an ancient species of deep-sea shark measuring 10 to 12 inches long. In place of a dorsal fin, they develop a sickle-shaped forward-facing spine. Their large eyes and well developed tail fins lend allow them to see well and move quickly in the inky depths, making them formidable predators despite their small size.
Environments: Underwater
WIGHT SHARK
WIGHT SHARK
Huge undead (misc creature), 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 +3, Stealth +5
Damage Resistance Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 12
Languages - -
Challenge 5 (1,800 XP)
TRAITS
Blood Frenzy. The wight has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Life Draining Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 9 (1d6 + 6) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature slain by this attack rises 24 hours later as a zombie, unless the creature is restored to life or its body is destroyed.
DESCRIPTION
A wight shark is a giant shark that has been raised from the dead through powerful necromancy as a wight. Though not intelligent to control other undead, its efficiency as a killing machine allows it to create many of them rapidly, spreading its curse of undeath to any creature it kills.
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