Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe underwater and in ground.
Multiattack. The horror makes two Bite attacks and one hord of spikes attack, or 3 slam attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d12 + 2) piercing damage.
hand slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
hord of spikes. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (3d8 + 4) piercing damage. the giant menace trows a bunch of spikes from random parts of his body.
tangled spikes. can only do 2 times a day Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Description
A giant land shark covered in spikes , copper sharks ussualy inhabit shallow caves and mountain tops, but they have been seen almost anywhere, from large lakes to even cities underwater systems, gathering in small packs to hunt. they are pack hunters, but are capable enough to hunt entire towns of people on their own, although it ussualy preffers to hunt stray deers.
Kobolds use them as mounts, feeding them intruders and breeding them, some kobolds just want them for companionship, they also help diggin caves for them and carrying minerals.
Comments