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.
Legendary Resistance (3/Day).
If the maw of sekolah fails a saving throw, it can choose to succeed instead.
Multiattack: The maw of Sekolah makes 3 bite attacks
Bite: Melee Weapon Attack. +11 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 6) piercing damage. On a critical hit, the maw of sekolah heals for 2d6.
Opportunistic Hunter (2 Actions).
The maw of sekolah turns invisible, moves up to half it's movement and makes a bite attack.
Hungering Jaws (1 Action).
The maw of sekolah drives one shark or sahuagin within 60ft of it into a frenzy. They then take one melee attack against any enemy creature within range
Lair and Lair Actions
Sharknado (Lair Action).
The maw of sekolah cause the water around swirl into a vortex. Creatures within 60ft of it must succeed on a DC 21 Strength Saving throw or be pulled up to 30ft towards it. On a success, the creature is only pulled 10ft.
Feeding Frenzy (Lair Action).
The maw of sekolah chooses a point that is within 120ft of it. The water around that point animates to become hungry sharks that attack any enemy within 20ft of it. Enemy creatures within that area must succeed a DC 18 Dexterity check or take 3d10 piercing damage, half on a success. The sharks then dematerialize.
Fear the Deep (Lair Action).
The water around the maw of sekolah churns wildly. While this is in effect, the area within 60ft of the maw of sekolah is considered heavily obscured.
Previous Versions
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3/24/2023 10:23:24 AM
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1
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Coming Soon
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