Large Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Pack Tactics. The Zombie Shark has advantage on an attack roll if at least one of the Zombie Shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Undead Fortitude. If damage reduces the zombie to 0 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 zombie drops to 1 hit point instead.

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 5 (2d4) Necrotic damage. 

Description

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

Monster Tags: Misc Creature

Habitat: Underwater

Rhymenocerous

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