Amphibious: The sharkenbear can breath both air and water.
Blood In The Water: The sharkenbear knows the distance, and direction of any enemy that doesn't have all of its hit points within 1 mile of it that resides in the same body of water.
Blood Frenzy: The sharkenbear has advantage on melee attack rolls against any creature that doesn't have all of its hit points.
Keen Sight and Smell: The sharkenbear has advantage on Wisdom (Perception) checks that rely on sight and smell.
Undead Fortitude: If damage reduces the sharkenbear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead sharkenbear drops to 1 hit point instead.
Multiattack: The sharkenbear makes 3 melee attacks: one with its bite and two with its sharkfists.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., Hit: 10 (1d10 + 5) piercing damage
Sharkfist: Melee Weapon Attack: +7 to hit, reach 10 ft., Hit: 16 (2d10 + 5) piercing damage.
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Posted Apr 29, 2020No way this is only CR5.
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Posted May 1, 2020Oops, you right. I was supposed to make it CR 6.