Shark, Reef

Medium Beast. CR 1/2, AC 12, 27 HP. Traits: Blood Sense, Electrical Sensitivity, Pack Tactics, Water Breathing.

Armor class
12
Hit points
27
Challenge
0.5
Creature type
Beast
Size
medium

Stat block

Cha
4
Con
12
Dex
12
Int
1
Str
14
Wis
10
Speed
Swim: 40; Walk: 0
Senses
keensense 30 ft.
Skills
Actions
  • Bite. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d8+2) piercing damage.
Languages
-
Saving throws
Wisdom: 0; Charisma: -3; Strength: 2; Dexterity: 1; Constitution: 1; Intelligence: -5
Special abilities
  • Blood Sense. The shark can pinpoint, by scent, the location of creatures that don't have all of their HP within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.
  • Electrical Sensitivity. Whenever the shark takes lightning damage, it must succeed on a DC 11 CON save or be incapacitated until the end of its next turn.
  • Pack Tactics. The shark has advantage on attack rolls against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Water Breathing. The shark can breathe only underwater.

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.