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Fiendish Dire Shark

Fiendish Dire Shark
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Appearance: Fiendish Dire Sharks are monstrous aquatic predators, blending the fearsome size of dire sharks with an otherworldly, demonic aura. Their scales exude an eerie, hellish glow, and their eyes burn with an unnatural crimson light. Distorted by demonic influence, their fins and tails possess wicked, serrated edges, hinting at the unholy power within.

Behavior: These malevolent creatures are relentless hunters, driven by a demonic hunger for blood and chaos. Unlike their mundane counterparts, Fiendish Dire Sharks exhibit a cruel intelligence, cunningly ambushing their prey. They revel in the terror they instill, savoring the panic of those who witness their demonic visage beneath the waves.

Habitat: Fiendish Dire Sharks lurk in the darkest abysses of the ocean, drawn to regions tainted by infernal energies. They often patrol underwater caverns near demonic portals, thriving in environments where their demonic nature can fully manifest.

Modus Operandi: With demonic speed and agility, Fiendish Dire Sharks close in on their victims swiftly, using their supernatural aura to induce fear. Their attacks are calculated and brutal, and they often employ tactics that exploit the disarray caused by their terrifying presence.

Motivation: Driven by a demonic instinct to sow chaos, Fiendish Dire Sharks serve dark forces from the abyss. Whether acting as guardians for demonic domains or instruments of malevolence, their motivation lies in spreading fear, panic, and feeding on the souls of those who fall victim to their abyssal hunger.


  • Fiendish Dire Shark 5e
  • Fiendish Dire Shark 3.5
Fiendish Dire Shark
My Images (midjourney.com)

Large fiend (demon), chaotic evil

Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 0 ft., swim 80 ft.


STRDEXCONINTWISCHA
24 (+7)14 (+2)20 (+5)2 (-4)12 (+1)8 (-1)

Skills Perception +4
Senses darkvision 120 ft., blindsight 30 ft., passive Perception 14
Languages Abyssal

Challenge 10 (5,900 XP)


Amphibious. The fiendish dire shark can breathe both air and water.

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

Demon Aura. Creatures within 30 feet of the fiendish dire shark must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the demon aura of all fiendish sharks for the next 24 hours.

Actions:

Multiattack. The fiendish dire shark makes three attacks: one with its bite and two with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 7) bludgeoning damage.

Infernal Presence. Fiends within 60 feet of the fiendish dire shark gain advantage on saving throws.


Actions

Swallow. The fiendish dire shark makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fiendish dire shark, and it takes 28 (8d6) acid damage at the start of each of the fiendish dire shark’s turns.

If the shark takes 35 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the shark. If the fiendish dire shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone.


Legendary Actions

The fiendish dire shark can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The fiendish dire shark regains spent legendary actions at the start of its turn.

Tail Attack. The shark makes one tail attack.

Frightening Presence (Costs 2 Actions). The shark uses its Frightening Presence.

Move. The fiendish dire shark swims up to its swim speed without provoking opportunity attacks.

Fiendish Dire Sharks – attack anything they perceive to be edible, even larger creatures.

From D&D Wiki

This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.


Fiendish
Dire Shark
Size/TypeHuge magical beast (Extraplanar, Aquatic)
Hit Dice18d8+66 (147 hp)
Initiative+2
SpeedSwim 60 ft. (12 squares)
Armor Class17 (–2 size, +2 Dexterity, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple+13/+27
AttackBite +18 melee (2d8+9)
Full AttackBite +18 melee (2d8+9)
Space/Reach15 ft./10 ft.
Special AttacksImproved grab, swallow whole
Special QualitiesKeen scent, Darkvision 60ft, Resistance to cold and fire 10, Spell Resistance 23, Damage Reduction 10/magic
SavesFort +14, Ref +13, Will +12
AbilitiesStrength 23, Dexterity 15, Constitution 17, Intelligence 3, Wisdom 12, Charisma 10
SkillsListen +12, Spot +11, Swim +14
FeatsImproved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
EnvironmentCold aquatic in an evil-aligned plane
OrganizationSolitary or school (2–5)
Challenge Rating11
TreasureNone
AlignmentAlways evil (any)
Advancement19–32 (Huge); 33–54 (Gargantuan)
Level Adjustment

COMBAT

Fiendish Dire Shark
By Winslow Homer – PaintingDb, Object 8580, Public Domain, https://commons.wikimedia.org/w/index.php?curid=31117312

Fiendish Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Keen Scent (Ex): A dire shark can notice creatures by Scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Skills: A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.

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