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Narshark

Large · Monstrosity · CR 1/2 · Unaligned

Armor Class
14 (natural armor)
Hit Points and Hit Dice
25 (3d10+9)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
15
+2
INT
2
-4
WIS
14
+2
CHA
4
-3

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Unaligned
XP 100
Initiative Bonus +1

Movement

Walk 10 ft (3 m)
Fly 40 ft (12.2 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 18

Skills

Perception +6 Stealth +3

Resistances & Immunities

Condition Immunities
prone

Traits

Keen Sight

The narshark has advantage on Wisdom (Perception) checks that rely on sight.

Magical Horn

The narshark’s horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage.

Magical Horns

The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark’s horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit.

Actions

Bite

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 piercing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. If the creature isn't an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark's teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing.

About Narshark

Narshark is a large monstrosity with a Challenge Rating of 1/2. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 25 hit points (derived from 3d10+9).

GM Tips: Using Narshark

1 tips available

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

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Narshark

1 strategies available

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

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

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 Narshark?
Narshark has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Narshark?
Narshark is a Large Monstrosity, which affects how certain spells and abilities interact with it.

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