Amphibious- The sharkenbear can breather air and water.
Blood in the Water- The sharkenbear knows the distance, and direction of any enemy that doesn't have all of its hit points within one 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 or smell.
Undead Fortitude- If damage reduces the sharkenbear to zero 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 one hit point instead.
Multiattack- The sharkenbear makes three melee attacks; one with its bite and two with its sharkfists.
Bite- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10+5) piercing damage.
Sharkfist- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10+5) damage.







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