| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +11 |
| DEX | 14 | +2 | +2 |
| CON | 26 | +8 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 14 | +2 | +6 |
| CHA | 10 | +0 | +0 |
Bladed Carapace
Whenever a creature within 5 ft. hits the hellshark with a melee attack, that creature takes 7 (2d6) slashing damage from erupting bone blades.
Blood of Hate
When the hellshark is first reduced below half HP, its blood begins spraying searing droplets.
Creatures that start their turn within 10 ft. take 5 (1d10) acid damage.
Wrath Surge (Recharges after a Short or Long Rest)
As a bonus action, the hellshark enters a frenzy for 1 minute:
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Speed doubles.
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It gains advantage on attack rolls.
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It makes one extra Bite attack on its turn.
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Its movement doesn’t provoke opportunity attacks.
Frenzied Predator
The hellshark has advantage on melee attacks against any creature that has taken damage since its last turn.
Bladed Carapace
Whenever a creature within 5 ft. hits the hellshark with a melee attack, that creature takes 7 (2d6) slashing damage from erupting bone blades.
Blood of Hate
When the hellshark is first reduced below half HP, its blood begins spraying searing droplets.
Creatures that start their turn within 10 ft. take 5 (1d10) acid damage.
Wrath Surge (Recharges after a Short or Long Rest)
As a bonus action, the hellshark enters a frenzy for 1 minute:
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Speed doubles.
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It gains advantage on attack rolls.
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It makes one extra Bite attack on its turn.
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Its movement doesn’t provoke opportunity attacks.
Frenzied Predator
The hellshark has advantage on melee attacks against any creature that has taken damage since its last turn.
Reaction Name. Enter the description for your action.
The Bladed Hellshark may take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
Move
The hellshark moves up to half its speed without provoking opportunity attacks.
Slash
Makes one Shoulder Blades attack.
Rage Burst (Costs 2 Actions)
Bone blades eject outward. All creatures within 10 ft. must make a DC 18 Dex save or take 14 (4d6) slashing damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
THE WRATH GUARDIAN — APPEARANCE
The Bladed Hellshark does not look like a creature assembled by natural evolution—it looks forged, as if a hateful god sculpted a predator from raw violence and then forced it to live.
Its silhouette alone is nightmare fuel: a towering, hulking, serpentine-built quadruped shaped like a komodo dragon stretched to impossible diameters, but topped with the murderous head of a great white shark, swollen and reconfigured to prowl land as well as sea.
HEAD & FACIAL STRUCTURE
The head is unmistakably shark-like, but elongated and broader, the jaw stretching back halfway along the skull like a monstrous hinge.
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Rows of serrated teeth fill its mouth—not just one row, but spiraling turbines of bone arranged in concentric rings.
When it roars, these rings spin independently with a wet grinding sound as if sharpening themselves. -
Its eyes are the dead, glossy black beads of a great white, but sunk too deep, leaving shadowed pits where hate pools like tar.
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The nostrils are slits at the top of its snout that pulse and flare, venting scalding steam when enraged.
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From the corners of its mouth run two ragged vestigial gill slits—no longer functional, but oozing a dark, acidic ichor that hisses when it hits stone.
The entire head flexes unnaturally with every movement—cartilage and bone grinding audibly, like a sawblade catching on metal.
BODY & MUSCULATURE
The body is that of a komodo dragon taken to a grotesque extreme:
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Huge, slab-like muscles coil under thick, rubbery flesh mottled with shark-smooth patches of pale gray.
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The torso is barrel-shaped, but its ribs shift and click as if constantly straining against the skin.
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Parts of the hide are split with jagged, tooth-filled fissures, like the body itself is cracking apart from the anger inside.
Where a komodo’s skin hangs loose, the hellshark’s pulsates:
veins that glow a molten crimson bulge beneath translucent pockets, creating the impression of a living furnace.
Every exhale releases a plume of vapor, smelling of blood, rot, and heated metal.
LIMBS
It walks on four limbs reminiscent of a monitor lizard, but longer and grotesquely over-developed.
Front Limbs
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Massive foreclaws curve like scimitars, each talon nearly the size of a greatsword.
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The elbows jut with protruding bone spurs that twitch and extend during attacks.
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Tendons along the arms snap audibly with each step, tightening and slackening like taut ropes wet with gore.
Hind Limbs
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Heavily muscled, built for explosive bursts—almost raptor-like in their tendon structure.
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Plates of shark-hide armor overlap along the haunches, ridged with saw-toothed edges.
When it moves quickly, the hind legs pulse, revealing raw red tissue beneath shifting plates as though the creature frequently overwrites parts of its own anatomy.
BLADED CARAPACE
Running from the back of its skull down the spine is a line of obsidian-black bone blades, flexible yet razor sharp.
But these are not static spines:
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They breathe—expanding and contracting like gills.
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They grow, splitting open sheaths of skin to emerge like fresh-grown knives.
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And during rage surges, they launch outward slightly, dripping viscous blood.
Each blade has a serrated edge like broken glass, etched with heat-ripples as if forged in volcanic fire.
Where the spine meets the shoulders, clusters of these blades overlap in chaotic formations, blooming outward like a horrific crown.
TAIL
The tail is a nightmarish blend of shark and monitor:
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Thick at the base like a crocodile.
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Flattened into a shark-like scythe fin at the end.
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Its underside is lined with rows of retractable bone hooks like the teeth of a monstrous lamprey, adding extra tearing force when it whips or drags prey.
When the hellshark thrashes, the hooks extend and retract rapidly—chattering like a swarm of insects.
SKIN & TEXTURE
Its hide is a collage of incompatible textures forced together:
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Smooth, rubbery shark skin broken up by patches of charcoal-gray komodo scales.
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Suture lines run across its body where skin types meet—stitched together by natural growth or something far more sinister.
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The flesh constantly tears and regenerates, leaving faint trails of steam and the smell of cauterized wounds.
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Pores on its flanks ooze a corrosive bio-acid, creating rivulets that burn channels down its sides.
When seen up close, the skin pulses as if a secondary musculature is constantly shifting beneath it.
MOUTH & INTERNAL HORROR
Inside the mouth is where the body-horror becomes undeniable:
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Rows upon rows of teeth slide on cartilage tracks.
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New teeth visibly grow in real-time, pushing out old ones.
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The throat is wider than it should be—bulbous and lined with fleshy, quivering ridges that flex open as it roars.
When it feeds, the entire lower jaw unlocks, widening into a grotesque crescent.
The throat pulsates with a sickening peristaltic motion as if struggling to swallow something too large.
The sound of its swallow carries like bones grinding in a meat grinder.
OVERALL IMPRESSION
The Wrath Guardian looks like:
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A komodo dragon that was drowned, butchered, and resurrected.
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A great white shark forced onto land and made to live in a constant state of pain and fury.
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A creature whose bones grow too fast and rip their way through the skin.
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A predator sculpted entirely around the concept of violence.
Even when still, it trembles—its muscles spasming with restrained rage, its blades rattling like metal in a furnace breeze.
It embodies pure, weaponized wrath.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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