Medium swarm of Medium beasts, Neutral Evil
Armor Class 12 natural armor
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Skills Perception +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 60ft, Passive Perception 8
Languages None
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Blood Frenzy. The zombie shark has advantage on melee attack rolls against any creature that doesn't have its full hit points.

Undead Fortitude. If damage reduces the zombie shark to 0 hit points, it must make a Constitution saving throw with a dc of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie shark drops to 1 hit point instead.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

Description

Zombie Shark Zombie sharks are animated by foul necromantic energies just like normal zombies, but they are filled with the hunger and hunter's instincts found in sharks. Though they no longer gain sustenance, blood still drives them into an irresistible frenzy of action. Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Habitat: Underwater

Sailor_Charon

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