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Sandshark

Large Monstrosity, Unaligned

Armour Class 17 (natural armour)

Hit Points 127 (15d10 + 45)

Speed 30 ft., burrow 50 ft.

⠀STR⠀⠀⠀DEX⠀⠀⠀CON⠀⠀⠀INT⠀⠀⠀WIS⠀⠀⠀CHA

19 (+4)⠀⠀12 (+1)⠀⠀17 (+3)⠀⠀2 (-4)⠀⠀14 (+2)⠀⠀5 (-3)

Skills Perception +5, Stealth +4

Condition Immunities blinded

Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 12

Languages

Challenge 7 (2,900 XP)                                                                                   Proficiency Bonus +3

Blood Frenzy. The sandshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Emergence. If the sandshark burrows at least 20 feet up in a straight line and reaches the surface, it emerges from the ground in a burst of dirt or sand. Each creature within 5 feet of the sandshark when it does so must make a DC 15 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage, is pushed back 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and suffers no additional effects.

Keen Hearing and Smell. The sandshark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sand Glide. The sandshark ignores difficult terrain caused by sand, and can burrow through sand without leaving tracks behind it.

Actions

Multiattack. The sandshark makes one Bite attack and one Tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the sandshark can’t use its Bite against a different target. The grapple ends if the sandshark burrows underground.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Bonus Actions

Sand Pit (Recharge 4-6). If the sandshark burrows in a 5-foot-radius circle while 5 feet underground, it can cause the ground in that area to collapse. Each creature standing in the area must succeed on a DC 15 Dexterity saving throw or sink into the ground and be restrained. A creature can use an action to make a DC 15 Strength check, freeing itself or another creature within reach on a success.

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