Huge Elemental, Unaligned
Armor Class 14 (natural armor)
Hit Points 150 (15d12 + 60)
Speed 0 ft., Swim 50 ft., Fly 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +3
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Passive Perception 13
Languages Aquan --
Challenge 7 (2,900 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.

Elemental nature. The shark doesn't need to eat, sleep, drink, or breathe.

Water FromThe 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.

FreezeIf the elemental takes cold damage, it partially freezes; its speed is reduced by 10ft until the end of its next turn.

Actions

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.

Monster Tags: Misc Creature

Habitat: Underwater

AdamantineDragon874

Comments

Posts Quoted:
Reply
Clear All Quotes