
Original generation · R21 Media Group
Graveshark
Large undead, neutral evil
Not everything the press gangs took came back walking. Whatever raised the muster raised the bay's sharks with it, and the two schools keep each other's company: the muster marches, and what falls behind or is left behind goes into the water, where the gravesharks wait with the patience they learned being dead. Fishermen know the sign. A shoal that steers wide of a wake is a healthy shoal. A shoal that follows it is counting.
Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Speed swim 50 ft.
- STR
- 18 (+4)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 3 (-4)
- WIS
- 12 (+1)
- CHA
- 6 (-2)
Skills Stealth +5, Perception +4
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages understands the screams of the muster but can't speak
Challenge 5
Traits
Blood Scent. The graveshark has advantage on melee attack rolls against any creature that does not have all its hit points, and advantage on Wisdom (Perception) checks to find any creature that shed blood in the last minute.
Relentless Hunger. If damage reduces the graveshark to 0 hit points while it dealt damage since the start of its last turn, it drops to 1 hit point instead — unless the damage was radiant or fire, which burn the hunger out of it outright.
Out of Its Element. The graveshark can hold its breath for 1 hour outside the water. A beached graveshark does not thrash or panic; it waits, which is worse.
Actions
Multiattack. The graveshark makes two bite attacks.