Fiendish Shark
“Dive into the Depths of Dread with the Fiendish Shark: Infernal Jaws and Abyssal Fins Await!”
Beneath the murky waves of the infernal seas, the Fiendish Shark glides with an ominous presence. Its sleek body is adorned with obsidian scales that shimmer in a malevolent crimson glow, catching the scarce light that penetrates the abyssal depths. Sinister runes, etched into its dorsal fin, emit an otherworldly energy, hinting at the nefarious origins of this aquatic predator.
The Fiendish Shark’s most striking feature is its menacing set of razor-sharp teeth, forged in the fires of the abyss. These formidable fangs gleam ominously in the dimly lit underwater realm, capable of tearing through the flesh of both mortal and celestial beings. Guided by a sinister intelligence, this malevolent creature navigates the infernal waters with a demonic grace that belies its fierce nature.
As the Fiendish Shark emerges from the abyssal depths, an unsettling aura surrounds its movements. The waters seem to darken in its wake, and the very currents appear to carry the echoes of infernal whispers. It is a relentless hunter, its predatory instincts heightened by an eerie intelligence that sets it apart from the natural creatures of the deep. In the infernal depths, where darkness reigns and malevolence thrives, the Fiendish Shark is an embodiment of aquatic terror.
Fiendish Shark 5e
Fiendish Shark 3.5
Fiendish Shark
Large fiend (demon), neutral evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed Swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 20 (+5) | 2 (-4) | 12 (+1) | 5 (-3) |
Skills Perception +3
Damage Immunities fire
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal (understands, but can’t speak)
Challenge 6 (2,300 XP)
Blood Frenzy. The fiendish shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Infernal Aura. Any creature that starts its turn within 5 feet of the fiendish shark must make a DC 15 Wisdom saving throw or be frightened until the start of its next turn.
Magic Resistance. The fiendish shark has advantage on saving throws against spells and other magical effects.
Actions
- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 5) piercing damage.
- Infernal Flare (Recharge 5-6). The fiendish shark releases a burst of infernal flames in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Fiendish Resilience. When the fiendish shark is reduced to 0 hit points, it immediately regains 30 hit points and can continue fighting.
Legendary Actions
The fiendish 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 shark regains spent legendary actions at the start of its turn.
- Infernal Presence. The fiendish shark uses its Infernal Aura.
- Tail Swipe. The fiendish shark makes a tail swipe attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
- Shadowy Retreat. The fiendish shark moves up to half its swim speed without provoking opportunity attacks.
Notes: Fiendish Sharks are notorious denizens of the evil lower planes, roaming the abyssal seas in search of prey. Their enhanced Challenge Rating reflects their adaptability to the diverse and perilous environments of these malevolent realms.
Fiendish Shark
These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.
Fiendish Shark, Medium | |
Medium magical beast (Aquatic, Extraplanar) | |
Hit Dice | 3d8+3 (16 hp) |
Initiative | +2 |
Speed | Swim 60 ft. (12 squares) |
Armor Class | 15 (+2 Dexterity, +3 natural),, touch 12, flat-footed 13 |
Base Attack/Grapple | +2/+3 |
Attack | Bite +4 melee (1d6+1) |
Full Attack | Bite +4 melee (1d6+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | – |
Special Qualities | Blindsense, keen scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 8 |
Saves | Fort +4, Ref +5, Will +2 |
Abilities | Strength 13, Dexterity 15, Constitution 13, Intelligence 3, Wisdom 12, Charisma 2 |
Skills | Listen +6, Spot +6, Swim +9 |
Feats | Alertness, Weapon Finesse |
Environment | Cold aquatic in an evil-aligned plane |
Organization | Solitary, school (2-5), or pack (6-11) |
Challenge Rating | 1 |
Treasure | None |
Alignment | Always evil (any) |
Advancement | 4-6 HD (Medium) |
Level Adjustment | – |
COMBAT
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.
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A 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.