Medium Monstrosity, Neutral Evil
Armor Class 14
Hit Points 60 (8d10 + 16)
Speed 40 ft., Walk 5 ft.
STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
5 (-3)
WIS
15 (+2)
CHA
3 (-4)
Saving Throws DEX +7
Skills Stealth +7
Condition Immunities Blinded, Paralyzed
Senses Blindsight 60 ft., Passive Perception 15
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Lightning Absorption. If the shark takes lightning damage, it instead heals that amount of lightning damage and gains one charge point.

Electric Charge. The shark has a number of charge points which it can use to augment its abilities. It can have a maximum of 3 charge points, and it can't have less than 0.

Tail Shock. When the shark hits a creature with its tail, it can expend 1 charge point and deal an extra 4d8 lightning damage to the target. The target must then make a DC 15 Constitution saving throw. On a failed save, the creature is stunned until the end of the shark's next turn.

Unusual Nature. The shark doesn't need to eat or sleep.

Electric Detection. The shark is aware of the location of every living creature within its blindsight range by sensing the electricity in their bodies.

Actions

Multiattack. The shark makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, the shark gains one charge point.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.

Electric Discharge. As an action, the shark expends 3 charge points. Each creature within 10 feet of it must then make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage and is stunned until the end of the sharks next. On a successful save, a creature takes half that amount of damage and suffers no other effect.

Bonus Actions

Blitz. As a bonus action, the shark expends 1 charge point and moves up to its speed in a straight line. Any creature within 5 feet of the shark during this movement must make a DC 15 Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half that amount on a success.

 This movement doesn't provoke opportunity attacks, and the shark can move through solid objects during it. If it ends its turn inside an object, it takes 1d10 force damage and is shunted to the nearest unoccupied space. If the shark is grappled or restrained, it ceases to be grappled or restrained when it uses this ability.

Electric Healing. As a bonus action, the shark expends 1 charge point, regains 3d8 hit points, and loses 1 level of exhaustion if it has any.

Description

This shark has three identical fins, each spaced at regular intervals around its cylindrical body. Its rear narrows into a thin, sharp tail capable of channeling immense levels of electricity. It's jaw is one circular, tooth-filled pit that can siphon the electricity from its foes.

The Blitz Shark doesn't stay alive like other creatures. Instead, it waits, ever-waking, for prey to swim by. When it detects potential food, it lashes out in a sudden burst of energy. It staves off exhaustion by siphoning the electricity from other creatures.

Habitat: Underwater

furballiver

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