Huge Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 20 ft., The Zombie Shark has (1d6) Skeletons in its stomach, that press their legs through the shark's rotten stomach, enabling it to walk. If the skeletons leave or are expelled from the Zombie Shark's stomach, its walk speed is reduced to 10ft. , swim 50 ft.
STR
23 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
1 (-5)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +3
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion
Senses Blindsight 60 ft., Passive Perception 13
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

 

Description

A Zombie Sharknado varies in size. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Monster Tags: Misc Creatureundead

Habitat: Underwater

Megakruk

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