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 included in the shark's attacks).
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
A stocky cold-water shark with a short, pointed snout and large eyes, the porbeagle is an incredibly adaptive shark. They can typically be found near continental shelves, but will readily anywhere there is food; be it close to shore, out in the open ocean, or in the blackened depths. They are opportunistic predators, and not picky about what they will eat. It can be solitary or gregarious, and has been known to perform seemingly playful behavior, indicating it may be much more intelligent than most other sharks.
Denticles.The shark’s skin is covered in razor sharp, tooth-like scales. A creature that touches the megalodon or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Description
A rough shark is a small, slow moving, deep-water shark that relies on its venomous spines and particularly rough skin for defense. It has a compressed body, giving it a triangular cross-section and hunchbacked appearance. It has two large dorsal fins, each with a sharp spine, and with the first fin placed far forward. A rough shark primary feeds on invertebrates found on the sea floor and the eggs of other sea creatures. A full grown specimen can reach up to 3 to 5 feet in length.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Sight. The shark has has advantage on Wisdom (Perception) checks relying on vision.
Momentum. The shark adds its Dexterity modifier to its melee attack and damage rolls (already included in the shark's attacks).
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
A stocky cold-water shark with a short, pointed snout, large eyes, and ranges from medium grey to black over most of the body, with a white underside with darker blotches. They spend most of the year far out to sea, but come close to shore to take advantage of annual salmon runs. Salmon sharks demonstrate a higher level of intelligence than most other sharks.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Heavy Hauler. When the shark grapples a Medium or smaller creature, its speed is not reduced.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
Description
A sand tiger shark has a bulky body and a sharp, pointy head housing a their prominent ragged teeth. Despite its fearsome appearance and strong swimming ability, it is a relatively placid and slow-moving shark, but will attack if hungry or provoked. A fully-grown specimen can reach over 10 feet in length.
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pack Leader. When the shark hits a creature with a melee weapon attack, each of the shark's allies within 5 feet of that creature can use their reaction to make a melee weapon attack against that creature.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
The silvertip is a subspecies of reef shark easily identified by the distinctive silver-white tips and borders on its fins. While no larger than other reef sharks, they are much bolder and more aggressive, often dominating other sharks of a similar size.
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spinning Charge. If the shark moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, the shark can make one spin attack against it as a bonus action.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the shark can't make bite attacks against other targets.
Spin. The shark spins while grappling a creature, attempting to violently thrash it in the water. A creature the shark is grappling must make a DC 12 Strength or Dexterity saving throw (target's choice). On a failed save, the target takes 6 (1d8 +2) piercing damage and remains grappled by the shark. On a successful save, the target takes only half that damage and escapes from being grappled by the shark.
Description
A spinner shark is a sub-species of reef shark named for its peculiar feeding habit. It charges its prey, usually vertically, while spinning, often propelling itself from the water as it does so. Like reef sharks, they hunt in small groups, herding and hemming prey in and taking turns charging at the captive prey. A full-grown specimen measures 6 to 10 feet long.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Mutualist Host. The shark is accompanied by 6 (1d10) pilot fish or 1 swarm of pilot fish. All pilot fish or swarms of pilot fish within 5 feet of the shark have advantage on melee attack rolls. Additionally, while the shark has at least 1 hit point, attack rolls made against any pilot fish or swarm of pilot fish within 5 feet of it have disadvantage.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Protective Host. Any time a pilot fish or swarm of pilot fish within 5 feet of the shark is attacked, the shark can use its reaction to move up to its speed towards the attacking creature and make 1 bite attack against it.
Description
A whitetip shark has a stocky body, and long, white-tipped, rounded fins. Its smaller size, large fins, and slow movements allow the shark to conserve energy while it travels the open ocean, where food can be scarce.
Despite being solitary creatures in regards to other sharks, they are almost always accompanied by by their own school of pilot fish. The pilot fish keep the shark clean and parasite-free while the shark provides protection to the pilot fish. It is said that a shark will sooner die of hunger than eat one of its pilot fish, and that should their shark die, pilot fish will faithfully remain at its side for weeks.
Mutualist. The pilot fish may select a Medium or larger creature as a host. When a pilot fish is within 5 feet of its host, it does not roll for initiative; instead, it takes its turn immediately after its host's. The pilot fish moves with its host whenever it moves; on its own turn, the pilot fish's speed is reduced to 5 feet. The pilot fish can move freely through its host's space or the space of any other creature with the Mutualist trait and same host.
Water Breathing. The pilot fish can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Clean. The pilot fish cleans its host's wounds. It the host doesn't have all its hit points or has been afflicted with a disease or the blinded, deafened, paralyzed, or poisoned condition, the pilot fish can restore 3 (1d4 + 1) hit points to its host or end either one disease or one of the above conditions afflicting it.
Description
A pilot fish a 2-foot long oceanic fish recognized by its black and white stripes and notable for accompanying sharks. Pilot fish keep their shark clean and parasite-free in exchange for the shark's protection from other predators. They are said to be loyal to their shark on a level similar to dogs with their masters.
Mutualist. The swarm may select a Medium or larger creature as a host. When the swarm is within 5 feet of its host, it does not roll for initiative; instead, it takes its turn immediately after its host's. The swarm moves with its host whenever it moves, the swarm remaining centered on its host; on its own turn, the swarm's speed is reduced to 5 feet. The swarm can move freely through its host's space or the space of any other creature with the Mutualist trait and same host.
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.
Clean. The swarm cleans its host's wounds. It the host doesn't have all its hit points or has been afflicted with a disease or the blinded, deafened, paralyzed, or poisoned condition, the swarm can restore 11 (4d4 + 1) hit points, or 6 (2d4 + 1) hit points if the swarm has half of its hit points or fewer, to its host or end either one disease or one of the above conditions afflicting it.
Description
A pilot fish a 2-foot long oceanic fish recognized by its black and white stripes and notable for accompanying sharks. Pilot fish keep their shark clean and parasite-free in exchange for the shark's protection from other predators. They are said to be loyal to their shark on a level similar to dogs with their masters.
Blood Frenzy. The onchopristis has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hacksaw. The first time the onchopristis hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Sweeping Blows. When the onchopristis makes a melee weapon attack against a creature, that attack also targets all creatures within 5 feet of target. Use the original attack and damage roll for all targets.
Water Breathing. The onchopristis can breathe only underwater.
Actions
Rostrum.Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Description
Onchopristis is an ancient type of shark with a flat body and a large saw-shaped bill lined with specialized teeth. It thrashes this natural weapon about to kill prey and hack it into bite-sized pieces. A fully grown onchopristis is 20 to 26 feet long.
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 must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Description
Reaching up to 20 feet in length, pseudomegachasma is an ancient species of shark with rows of hook-like teeth. However, its teeth are tiny and used to strain sea water; despite its frightful appearance, pseudomegachasma is a filter-feeder, its feeding mostly on plankton. However, they will attack if provoked, and while not their intended purpose, their teeth are still capable of inflicting nasty wounds. As their diet consists of microbes, their jaws have been known to harbor diseases.
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 14). The shark can innately cast the following spells, requiring no material components:
Prismatic Immunity. The shark is immune to any light-based spell such as color spray and prismatic spray. Additionally at the start of each of the shark's turns, roll a d8. The shark gains damage immunity for the current round based on the result. 1 = fire, 2 = acid, 3 = lightning, 4 = poison, 5 = cold, 6 = psychic, 7 = necrotic, 8 = the shark gains immunity to 2 damage types. Roll twice more, rerolling any 8.
Rainbow Runner. The shark can swim and breathe in rainbows as if they were water.
Radiant Absorption. Whenever the shark is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Reflective Scales. Any time the shark is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the shark is unaffected. On a 6, the shark is unaffected, and the effect is reflected back at the caster as though it originated from the shark, turning the caster into the target.
Water Breathing. The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) damage of a random type. Roll a d8 to determine the damage type: 1 = fire, 2 = acid, 3 = lightning, 4 = poison, 5 = cold, 6 = psychic, 7 = necrotic, 8 = radiant.
Description
Native to celestial planes and the Feywild, a shark-en-ciel is a magical predatory fish capable of living in rainbows as if they were nothing more than a stream. Its skin shimmers with ever-shifting colors. A full-grown shark-en-ciel measures 8 to 10 feet long.
I know that you're not working on new sharks anymore, but I just wanted to say that I LOVED the terlen. So much so that I made a Giant Flying Shark with Large size, (That way, Medium sized creatures could ride them) so I could have Flying-Shark riding merfolk swimming through the sewers and jumping out of manholes just to annoy my players.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
What happens if the two shark gods both try to command a shark? Also, I think dart and surprising speed should both be traits, not actions.
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Make an shark angel. (That was what I first thought when I saw the angel shark post.)
Rollback Post to RevisionRollBack
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
What happens if the two shark gods both try to command a shark? Also, I think dart and surprising speed should both be traits, not actions.
For two gods trying to command a shark at once: that's a call for the DM. As for dart and surprising speed, this thread is over 2 years old: which sharks had them?
Lets see, blue shark, mako shark, cladoselache, and falcatus have the dart ability, and mako shark and cladoselache both have the burst of speed feature as well.
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
By the way, could you make some of the elemental sharks you talked about in the contents?
Rollback Post to RevisionRollBack
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
The published homebrews entries have been modified and published (not the previews in this thread). The Burst of Speed trait has been totally redone to work like the Tabaxi's burst of speed ability. Falcatus has been reworked to have its hook-dependent second attack work like a trampling charge trait.
I'll start putting together some elemental sharks today.
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 included in the shark's attacks).
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
A stocky cold-water shark with a short, pointed snout and large eyes, the porbeagle is an incredibly adaptive shark. They can typically be found near continental shelves, but will readily anywhere there is food; be it close to shore, out in the open ocean, or in the blackened depths. They are opportunistic predators, and not picky about what they will eat. It can be solitary or gregarious, and has been known to perform seemingly playful behavior, indicating it may be much more intelligent than most other sharks.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Denticles. The shark’s skin is covered in razor sharp, tooth-like scales. A creature that touches the megalodon or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.
Venomous Spine. The shark has a venomous spine protruding from its dorsal fin. Whenever a creature touches the shark or hits it with a melee attack while within 5 feet, roll a d6. On a 1 to 4, the attack occurs normally. On a 5 to 6, the attacker takes 3 (1d6) piercing damage plus 4 (1d8) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned until it finishes a long rest.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Description
A rough shark is a small, slow moving, deep-water shark that relies on its venomous spines and particularly rough skin for defense. It has a compressed body, giving it a triangular cross-section and hunchbacked appearance. It has two large dorsal fins, each with a sharp spine, and with the first fin placed far forward. A rough shark primary feeds on invertebrates found on the sea floor and the eggs of other sea creatures. A full grown specimen can reach up to 3 to 5 feet in length.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
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 included in the shark's attacks).
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
A stocky cold-water shark with a short, pointed snout, large eyes, and ranges from medium grey to black over most of the body, with a white underside with darker blotches. They spend most of the year far out to sea, but come close to shore to take advantage of annual salmon runs. Salmon sharks demonstrate a higher level of intelligence than most other sharks.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Heavy Hauler. When the shark grapples a Medium or smaller creature, its speed is not reduced.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, the shark can automatically hit the target with its bite, and the shark can't make bite attacks against other targets.
Description
A sand tiger shark has a bulky body and a sharp, pointy head housing a their prominent ragged teeth. Despite its fearsome appearance and strong swimming ability, it is a relatively placid and slow-moving shark, but will attack if hungry or provoked. A fully-grown specimen can reach over 10 feet in length.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pack Leader. When the shark hits a creature with a melee weapon attack, each of the shark's allies within 5 feet of that creature can use their reaction to make a melee weapon attack against that creature.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
The silvertip is a subspecies of reef shark easily identified by the distinctive silver-white tips and borders on its fins. While no larger than other reef sharks, they are much bolder and more aggressive, often dominating other sharks of a similar size.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spinning Charge. If the shark moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, the shark can make one spin attack against it as a bonus action.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the shark can't make bite attacks against other targets.
Spin. The shark spins while grappling a creature, attempting to violently thrash it in the water. A creature the shark is grappling must make a DC 12 Strength or Dexterity saving throw (target's choice). On a failed save, the target takes 6 (1d8 +2) piercing damage and remains grappled by the shark. On a successful save, the target takes only half that damage and escapes from being grappled by the shark.
Description
A spinner shark is a sub-species of reef shark named for its peculiar feeding habit. It charges its prey, usually vertically, while spinning, often propelling itself from the water as it does so. Like reef sharks, they hunt in small groups, herding and hemming prey in and taking turns charging at the captive prey. A full-grown specimen measures 6 to 10 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Mutualist Host. The shark is accompanied by 6 (1d10) pilot fish or 1 swarm of pilot fish. All pilot fish or swarms of pilot fish within 5 feet of the shark have advantage on melee attack rolls. Additionally, while the shark has at least 1 hit point, attack rolls made against any pilot fish or swarm of pilot fish within 5 feet of it have disadvantage.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Protective Host. Any time a pilot fish or swarm of pilot fish within 5 feet of the shark is attacked, the shark can use its reaction to move up to its speed towards the attacking creature and make 1 bite attack against it.
Description
A whitetip shark has a stocky body, and long, white-tipped, rounded fins. Its smaller size, large fins, and slow movements allow the shark to conserve energy while it travels the open ocean, where food can be scarce.
Despite being solitary creatures in regards to other sharks, they are almost always accompanied by by their own school of pilot fish. The pilot fish keep the shark clean and parasite-free while the shark provides protection to the pilot fish. It is said that a shark will sooner die of hunger than eat one of its pilot fish, and that should their shark die, pilot fish will faithfully remain at its side for weeks.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Mutualist. The pilot fish may select a Medium or larger creature as a host. When a pilot fish is within 5 feet of its host, it does not roll for initiative; instead, it takes its turn immediately after its host's. The pilot fish moves with its host whenever it moves; on its own turn, the pilot fish's speed is reduced to 5 feet. The pilot fish can move freely through its host's space or the space of any other creature with the Mutualist trait and same host.
Water Breathing. The pilot fish can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Clean. The pilot fish cleans its host's wounds. It the host doesn't have all its hit points or has been afflicted with a disease or the blinded, deafened, paralyzed, or poisoned condition, the pilot fish can restore 3 (1d4 + 1) hit points to its host or end either one disease or one of the above conditions afflicting it.
Description
A pilot fish a 2-foot long oceanic fish recognized by its black and white stripes and notable for accompanying sharks. Pilot fish keep their shark clean and parasite-free in exchange for the shark's protection from other predators. They are said to be loyal to their shark on a level similar to dogs with their masters.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Mutualist. The swarm may select a Medium or larger creature as a host. When the swarm is within 5 feet of its host, it does not roll for initiative; instead, it takes its turn immediately after its host's. The swarm moves with its host whenever it moves, the swarm remaining centered on its host; on its own turn, the swarm's speed is reduced to 5 feet. The swarm can move freely through its host's space or the space of any other creature with the Mutualist trait and same host.
Water Breathing. The swarm can breathe only underwater.
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.
Clean. The swarm cleans its host's wounds. It the host doesn't have all its hit points or has been afflicted with a disease or the blinded, deafened, paralyzed, or poisoned condition, the swarm can restore 11 (4d4 + 1) hit points, or 6 (2d4 + 1) hit points if the swarm has half of its hit points or fewer, to its host or end either one disease or one of the above conditions afflicting it.
Description
A pilot fish a 2-foot long oceanic fish recognized by its black and white stripes and notable for accompanying sharks. Pilot fish keep their shark clean and parasite-free in exchange for the shark's protection from other predators. They are said to be loyal to their shark on a level similar to dogs with their masters.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Blood Frenzy. The onchopristis has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hacksaw. The first time the onchopristis hits a creature with its rostrum during the current round, it can make a melee weapon attack against the same target as a bonus action.
Sweeping Blows. When the onchopristis makes a melee weapon attack against a creature, that attack also targets all creatures within 5 feet of target. Use the original attack and damage roll for all targets.
Water Breathing. The onchopristis can breathe only underwater.
Rostrum. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Description
Onchopristis is an ancient type of shark with a flat body and a large saw-shaped bill lined with specialized teeth. It thrashes this natural weapon about to kill prey and hack it into bite-sized pieces. A fully grown onchopristis is 20 to 26 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Water Breathing. The shark can breathe only underwater.
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 must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Description
Reaching up to 20 feet in length, pseudomegachasma is an ancient species of shark with rows of hook-like teeth. However, its teeth are tiny and used to strain sea water; despite its frightful appearance, pseudomegachasma is a filter-feeder, its feeding mostly on plankton. However, they will attack if provoked, and while not their intended purpose, their teeth are still capable of inflicting nasty wounds. As their diet consists of microbes, their jaws have been known to harbor diseases.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
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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 14). The shark can innately cast the following spells, requiring no material components:
At will: color spray, dancing lights, detect magic
3/day each: confusion, hypnotic pattern (centered on self), invisibility
Prismatic Immunity. The shark is immune to any light-based spell such as color spray and prismatic spray. Additionally at the start of each of the shark's turns, roll a d8. The shark gains damage immunity for the current round based on the result. 1 = fire, 2 = acid, 3 = lightning, 4 = poison, 5 = cold, 6 = psychic, 7 = necrotic, 8 = the shark gains immunity to 2 damage types. Roll twice more, rerolling any 8.
Rainbow Runner. The shark can swim and breathe in rainbows as if they were water.
Radiant Absorption. Whenever the shark is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Reflective Scales. Any time the shark is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the shark is unaffected. On a 6, the shark is unaffected, and the effect is reflected back at the caster as though it originated from the shark, turning the caster into the target.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) damage of a random type. Roll a d8 to determine the damage type: 1 = fire, 2 = acid, 3 = lightning, 4 = poison, 5 = cold, 6 = psychic, 7 = necrotic, 8 = radiant.
Description
Native to celestial planes and the Feywild, a shark-en-ciel is a magical predatory fish capable of living in rainbows as if they were nothing more than a stream. Its skin shimmers with ever-shifting colors. A full-grown shark-en-ciel measures 8 to 10 feet long.
Monster Tags: Misc Creature
Environment: Underwater
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
I know that you're not working on new sharks anymore, but I just wanted to say that I LOVED the terlen. So much so that I made a Giant Flying Shark with Large size, (That way, Medium sized creatures could ride them) so I could have Flying-Shark riding merfolk swimming through the sewers and jumping out of manholes just to annoy my players.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
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Sharkbone could also be used to represent mithil.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
What happens if the two shark gods both try to command a shark? Also, I think dart and surprising speed should both be traits, not actions.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Make an shark angel. (That was what I first thought when I saw the angel shark post.)
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Mechanically, it would make sense.
For two gods trying to command a shark at once: that's a call for the DM. As for dart and surprising speed, this thread is over 2 years old: which sharks had them?
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
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Lets see, blue shark, mako shark, cladoselache, and falcatus have the dart ability, and mako shark and cladoselache both have the burst of speed feature as well.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
By the way, could you make some of the elemental sharks you talked about in the contents?
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
The published homebrews entries have been modified and published (not the previews in this thread). The Burst of Speed trait has been totally redone to work like the Tabaxi's burst of speed ability. Falcatus has been reworked to have its hook-dependent second attack work like a trampling charge trait.
I'll start putting together some elemental sharks today.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters