breath water. in shark form, the were shark can breath freely underwater
smell blood. the were shark can smell 1 drop of blood in 100 gallons of water.
hold breath. in shark form, the were shark can hold its breath on the surface for up to 5 muinutes
bite. Melee Weapon Attack: +5 to hit, reach 6 ft., 1 target. Hit: 7 (1d10 + 2) piercing damage.
tail. MeleeWeapon Attack: +3 to hit, range 8 ft., 1 target. Hit: 5 (1d10) bludgeoning damage.
Description
under the light of the full moon, a big shark with four powerful fins and one dorsal fin, mighty jaws able to cut diamonds emerges from the depths, its primal instinct to kill over takes its previously civilized manures.
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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