Blood Frenzy: The Crimson Shark has advantage on attack rolls made agaisnt cretaures with half of their maximum hit points.
Red Mist Native: The Crimson Shark can use its swiming speed in the Red Blood Mist terrain and can see normaly within that terrain.
Multiattack: The Crimson Shark can make one Jaws and one Tail attack on its attack action.
Jaws: Melee Weapon Attack +9 to hit, 5ft reach, one target, for 3d8+6 piercing damage, the Crimson Shark regains hit points equal to half of the damage dealt.
Furthermore creatures of large or smaller size must succeed in a DC 17 Strength saving throw being restrained within the Crimson Shark´s Jaws on a failure.
A creature restrained in this way can at the start of its following turns atempt to escape by succeeding in a DC 17 Strength saving throw.
Tail: Melee Weapon Attack +9 to hit 10ft reach, one target, for 3d12+6 bludgeoning damage.
Crunch: The Crimson Shark closes its jaws with power, a creature restrain within its Jaws takes 3d8 piercing damage.
The Crimson Shark regains hit points equal to half of the damage dealt.
Description
Crimson Sharks live in the Nryisi sea, so called the sea of spirits, they swim in the red blood mists in search for flesh and blood.
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