Blood in The Water. The sharkenbear knows the distance, and direction of any enemy that doesn't have all of its hit points within 1 mile of it that resides in the same body of water.
Blood Frenzy. The sharkenbear has advantage on melee attack rolls against any creature that doesn't have all of its hit points.
Keen Sight and Smell. The sharkenbear has advantage on Wisdom (Perception) checks that rely on sight and smell.
Undead Fortitude. If damage reduces the sharkenbear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead sharkenbear drops to 1 hit point instead.
Undead Nature. A zombie doesn’t require air, food, drink, or sleep.
Multiattack. The sharkenbear makes 3 melee attacks: one with its bite and two with its sharkfists.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 11 (1d10 + 6) piercing damage.
Sharkfist. Melee Weapon Attack: +9 to hit, reach 10 ft., Hit: 17 (2d10 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The sharkenbear has two sharkfists, each of which can grapple one target.
Previous Versions
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11/21/2020 7:09:47 PM
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1/1/2021 9:02:46 PM
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1/1/2021 9:03:50 PM
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14
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1/1/2021 9:05:27 PM
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14
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