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.
Immutable Form. The shark is immune to any spell or effect that would alter its form.
Magic Weapons. The shark’s weapon attacks are magical.
Magic Resistance. The shark has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the shark fails a saving throw, he can choose to succeed instead.
Multiattack. The shark makes three bite attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 10) piercing damage and the target must make a DC 21 Constitution saving throw or take 40 (8D10) poison damage.
The shark 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. The shark regains spent legendary actions at the start of his turn.
Attack. The shark attacks once with his bite.
Anti Magic Burst (Costs 2 Actions). The shark releases a pulse that hits every creature within 30 feet of him. Every active spell within range, of 5th level or lower, is dispelled.
Teleport. The shark teleports 120 feet.
Description
The shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Comments