Armor Class
18
(natural armor)
Hit Points
180
(15d12 + 55)
Speed
60 ft.
STR
23
(+6)
DEX
20
(+5)
CON
21
(+5)
INT
1
(-5)
WIS
10
(+0)
CHA
5
(-3)
Skills
Perception +3, Stealth +25
Senses
Blindsight 60 ft., Passive Perception 13
Languages
--
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Traits
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
sneak attack 4d6
Has advantage against structures
sky shark can cast invisibility as a action
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 6) piercing damage.
Legendary Actions
Air Tailslap - creature makes a tail slap in the air causing
- A wave of thunderous force sweeps Each creature in a 30-foot cube originating from you must make a Dexterity 18 saving throw. On a failed save, a creature takes 3d8 thunder damage and is pushed 20 feet away, they must make a Con saving throw 18 or be stunned for 1d4 turns. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and
Description
A giant shark is 60 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Comments