Large Beast, Lawful Neutral
Armor Class 17 Natural Armor
Hit Points 250 (20d10 + 140)
Speed 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
24 (+7)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +10, CON +11
Damage Resistances Cold, Force, Thunder
Condition Immunities Charmed
Senses Blindsight 60ft, Passive Perception 15
Languages Telepathy Only to Marina Vodanaya
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magical Resistance. The shark has advantage on saving throws against spells and other magical effects.

Water-Bound. The shark can only survive in a watery environment.

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

Finisher's Bite. When Zefirka hits a creature that is missing any of its hit points, it deals an additional 14 (4d6) piercing damage.

Actions

Multiattack. Zefirka makes three attacks with its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 6) piercing damage.

Threshing Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 6) piercing damage, and the creature is moved 10 feet in any direction of Zefirka's choice. The target must also succeed on a DC 18 Constitution saving throw or be disoriented until the start of Zefirka's next turn. A disoriented creature has disadvantage on its attack rolls and ability checks.

Torrential Surge (Recharge 5-6). The shark uses its magic to create a localized current. Each creature in a 30-foot cone originating from the shark must succeed on a DC 18 Strength saving throw or be pushed 20 feet away from the shark and knocked prone. The area becomes difficult terrain until the end of the shark’s next turn.

Description

 

Zefirka was originally a magnificent great white shark, a predator perfected by eons of evolution. But under the obsessive hand of Marina Vodanaya, her already-ferocious nature was amplified, turning her into a living engine of destruction. Her gills and fins now glow with a faint, angry bioluminescence that seems to shimmer with her savage rage. She is a blur of motion in the water, a silent hunter whose presence is betrayed only by the faint trail of light she leaves in her wake.

Zefirka’s purpose is to seek out and destroy the weakest links in her enemies' ranks. She is a predator drawn to blood, and her magic has given her a cruel new sense: a supernatural ability to detect weakness. Once a creature is wounded, Zefirka enters a deadly Blood Frenzy, attacking with a speed and ferocity that is impossible to evade. Her Finisher's Bite is designed to end a battle quickly, dealing devastating damage to anyone who is already hurt.

Tactically, Zefirka works in terrifying concert with her companion, Pryanik. While Pryanik uses its immense strength to grapple and restrain, Zefirka circles, waiting for her prey to be at its most vulnerable. She is a terrifying force of nature, an incarnation of the ocean's unforgiving fury, now twisted to serve the Dubrasian kingdom's dark will.

Zefirka's Loot Table

 

Roll (1d4) Loot
1 A magical shark tooth from Zefirka's mouth. Unlike Pryanik's runic tooth, this one is serrated and shimmers with a faint, angry red light. It can be sold to a collector or magical artisan for 350 gp.
2 A single, shimmering scale from Zefirka's hide. This scale glows with an eerie, bioluminescent green. It can be affixed to a weapon or a piece of armor. While affixed, it hums when a creature within 30 feet has less than half its hit points, alerting you to its weakened state.
3 A vial of Thrashing Fluid. This strange, viscous liquid harvested from Zefirka can be applied to a single weapon as an action. For 10 minutes, the weapon deals an extra 3 (1d6) piercing damage, and the target must make a DC 18 Constitution saving throw or be disoriented until the start of your next turn. The vial is consumed upon use.
4 A Heartstone of the Frenzy. This small, blood-red heartstone pulsates with a faint, rapid beat. When crushed as a bonus action, the creature gains the Blood Frenzy trait for 1 minute, giving it advantage on attack rolls against any creature that doesn’t have all its hit points. The heartstone is destroyed upon use.

 

 
Zumoodi

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