Huge Elemental (Water), Unaligned
Armor Class 14 Natural Armor
Hit Points 62 (5d12 + 30)
Speed 20 ft., Swim 80 ft.
STR
21 (+5)
DEX
14 (+2)
CON
23 (+6)
INT
3 (-4)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +7, CON +8, CHA +1
Skills Athletics +7, Stealth +6, Survival +6
Damage Vulnerabilities Cold, Lightning
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Grappled, Poisoned, Prone, Restrained
Senses Darkvision 60ft, Tremorsense 40ft, Passive Perception 14
Languages Aquan, Primordial but doesn't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

One With The Water. If the shark is partially in a body of water, it can use it's Water Spear attack with the point of origin being any point in the water rather than itself.

 

Actions

Multi Attack. The shark makes two Water Spear attacks or a Bite and a Tail attack, the targets of the latter have to be separate creatures.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) piercing damage. 

Water Spear. Ranged Weapon Attack: +4 to hit, range 50 ft., 1 target. Hit: 6 (1d8 + 2) force damage. This attack has advantage if the target is completely  submerged in water.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage.

Description

Water Sharks are the enchanted guardians of the underwater city of merfolk and marid, Spirit Mouth, bound to protect it's residents. Water Sharks are terrifying beasts, made of water, and able to bend it to their will. A water shark is a relentless hunter who doesn't fear death.

This is the nerfed version of the monster for if you want to throw it at a low level party.

Habitat: Underwater

supreme_merper

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