Points Balance:  0 Goblin Gold

Juvenile Land Shark

by | Aug 20, 2024 | Bonfire Bites | 0 comments

Juvenile Land Shark

Tiny Monstrosity, Unaligned

Armor Class 10

Hit Points 52 (15d4 + 15)

Speed 20 ft., burrow 40 ft.


STR 14 (+2), DEX 10 (+0), CON 13 (+1), INT 2 (–4), WIS 12 (+1), CHA 4 (–3)


Skills Athletics +4

Senses passive Perception 11

Languages

Challenge 1/2 (100 XP) Proficiency Bonus +2


Blood Frenzy. The juvenile land shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Liquefying Aura. When the juvenile land shark is burrowed or burrowing, the ground within 15 feet of it liquefies, behaving as water. Creatures in the area sink into the ground and must burrow or swim to move, but they are able to breathe as though above ground. Ground that has been liquefied returns to its original state once more than 15 feet away from the land shark. A creature fully submerged under the ground when this change occurs becomes buried and must hold its breath or begin suffocating. Once a minute, the creature can use an action to attempt a DC 12 Strength (Athletics) check, digging 10 feet toward the surface on a success or 5 feet on a failure. A creature partially above the ground or swimming along the surface is restrained and can use an action to make a DC 10 Strength (Athletics) check. On a success, the creature climbs out of the ground and is no longer restrained.

Actions

Chomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Juvenile Land Shark

Creature 1

Tiny, Animal

Perception +5; bloodsense 60 feet, scent (imprecise) 30 feet, tremorsense (imprecise) 100 feet

Skills Athletics +7

Str +4, Dex +1, Con +3, Int –4, Wis +2, Cha +0

Bloodsense The juvenile land shark can precisely sense bleeding creatures within 60 feet.


AC 14; Fort +8, Ref +4, Will +5

HP 20

Liquefying Aura (aura) 15 feet. When the juvenile land shark is burrowed or Burrowing, the ground in the area of the aura liquefies, behaving as water. Creatures in the area sink into the ground and must Burrow or Swim to move, but they are able to breathe as though above ground. Ground that has been liquefied returns to its original state when outside the aura. A creature fully submerged under the ground when this change occurs becomes buried and begins suffocating. A creature partially above the ground or at the surface is immobilized (Escape DC 10).


Speed 15 feet, burrow 30 feet

Melee [one-action] jaws +7 (agile, reach 0 feet), Damage 1d4+4 piercing plus 1 persistent bleed

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