Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Elemental nature. The shark doesn't need to eat, sleep, drink, or breathe.
Water From. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10ft until the end of its next turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Water Blast (Recharge 4-6). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 33 (4d10 +6) cold damage.
Tail Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 +6) bludgeoning damage.
Description
A giant shark is 30 feet long and normally found in deep oceans. The shark has a heightened intelligence so that it can be summoned to protect or guard things. It can blast a water projectile that can deal remarkable damage, and it can use its tail to slam its enemies into the dust. Its massive jaws can devour a kobold in one bite.
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