Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude. If damage reduces the zombie 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 zombie drops to 1 hit point instead.
Levitate. The undead shark is able to fly and has a flight speed of 35ft.
Deconstruct. The undead shark is able deconstruct itself into a pile of decaying flesh and bones. While its in this state it has a +10 to stealth checks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Deadly Charge. If the undead shark moves at least 15 ft. as part of its movement, it can then use this action to charge towards to a space 50ft. in front of it that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) piercing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the sharks space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the undead sharks space.
Description
The Undead shark is 30 feet long and it's utterly fearless, it preys on anything that crosses its path. It is normally comprised of multiple carcasses of different creatures and can normally be found in areas with lots of corpses near the water.







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