AC
16
Natural (unusual)
Initiative
+2 (12)
HP
22
(4d8 + 4)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 15 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Skills
Perception +2
Resistances
Piercing and Slashing from nonmagical attacks
Senses
Blindsight 30 ft.; Passive Perception 12
Languages
None
CR
1/2 (XP 100; PB +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.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.
Bonus Actions
Headbutt. Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
Description
These sharks have a surprisingly docile demeanor with a diet mainly consisting of hard-shelled mollusks. Its tough, segmented hide, reminiscent of a coconut shell, gives it unique protection in deep water.
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