Zephyr Shark (5e Creature)

Zephyr Shark

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 0 ft., fly 45 ft. (hover)


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Proficiency Bonus +2
Senses blindsight 30 ft., passive Perception 12
Languages
Challenge 1 (200 XP)


Pack Tactics. The shark has advantage on an attack roll 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.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


These sharks, altered through magic to adapt to life in the sky, tend to avoid populated areas, instead they make their territory within the close confines of trees, or within the floating debris of wrecked skyships, or among cloudreefs (floating fields of strewn rocks and boulders that hover over the ground). Zephyr sharks are usually fairly placid, attacking only when hungry or provoked.

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