Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Invisible in Water. The shark is invisible while fully immersed in water. If the shark takes cold damage, it partially freezes, making it visible until the end of its next turn.
Water Form. The shark can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Whelm (Recharge 4–6). Each creature in the shark's space must make a DC 14 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the shark's space.
The shark can grapple one Large creature smaller creature at one time. At the start of each of the shark's turns, a target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the shark can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Description
All sharks live in water, making the name "water shark" sound redundant. Though not much better, the term "aqua shark" refers to a creature of elemental water; a shark composed of water rather than one that merely living in it. Being composed of water, an aqua shark is indistinguishable from the liquid around with while its it submerged.
Like most elementals, yet unlike other elemental shark species, an aqua shark has no need to breathe, and can move about on land, flowing as a water elemental does. However, outside of water, they lose some of their most potent hunting advantages. Namely, they are much slower and completely visible while out of the water.
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