Armor Class
16
Natural Armor
Hit Points
98
(16d12 + 2)
Speed
40 ft.
STR
14
(+2)
DEX
13
(+1)
CON
13
(+1)
INT
1
(-5)
WIS
10
(+0)
CHA
4
(-3)
Damage Resistances
Poison
Condition Immunities
Poisoned
Senses
Darkvision 30 ft., Passive Perception 16
Languages
--
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Water Breathing. The shark can breathe only underwater.
Soft Underbelly. If the shark is flipped over, it becomes incapacitated and takes double damage for one round.
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.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d10) piercing damage.
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