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Shark, Reef

Medium · Beast · CR 1/2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
12 (natural armor)
Hit Points and Hit Dice
27
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
12
+1
CON
12
+1
INT
1
-5
WIS
10
+0
CHA
4
-3

Overview

Category Monsters
Size Medium
Type Beast
Alignment Chaotic Evil
XP 100
Initiative Bonus +1

Movement

Swim 40 ft (12.2 m)

Senses

Passive Perception 10

Saving Throws

Strength +2 Dexterity +1 Constitution +1 Intelligence -5 Wisdom +0 Charisma -3

Languages

-

Traits

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.

Actions

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 1d8+2 piercing damage.

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

Bonus Actions

Stealthy Hunter

The shark takes the Hide action.

About Shark, Reef

Shark, Reef is a medium beast with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 27 hit points (derived from None).

Shark, Reef has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Shark, Reef

2 tips available

When using Shark, Reef in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Shark, Reef

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Shark, Reef?
Shark, Reef has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Shark, Reef?
Shark, Reef is a Medium Beast, which affects how certain spells and abilities interact with it.
What languages does Shark, Reef speak?
Shark, Reef can communicate in -.

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