Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Twin Heads. The shark has two heads, and has two turns on initiative that it can take an action, Bonus action, reaction, and movement with. This feature ceases to function when it is on half its total HP.
Thick Plating Shell. Attacks from above have disadvantage to hit, and the shark has advantage on saving throws from spells coming from above it.
Multiattack. TheCarchcarcibikrano can make one bite, and one claw attack on its turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, , and the target is grappled (escape DC 15). The shark has two claws, each of which can grapple only one target.
Silt Cloud. When buried in soft mud, and its prey draws too close, the shark will writhe its claws, and body, shifting and dispersing the sediment into a cloud around it in a 40 foot sphere centered on it. Creatures without blindsight in this silt cloud are blinded.
Description
A Carchcarcibikrano resembles a two headed giant shark that is about 25 feet long with two crab like claws, and a thick bony plating on its back. While they are voracious predators, they also hunt by ambush as much as active stalking. Normally found in muddy, sediment strewn environments, they will bury themselves under layers of soft mud or sand, and when it senses prey too close, it erupts from the bottom to strike with a bloodthirsty fury.
Comments