“Samebito: The Jewel-Weeping Shark Fiend of Forgotten Seas”
A mournful shark-fiend exiled from the deep, the Samebito wanders the mortal world in search of redemption, purpose, and the rare souls brave enough to meet its jeweled tears.

The Samebito is a legendary shark-man yokai whose fearsome appearance masks a deeply tragic spirit, known for its jewel-like tears, exiled origins, and uneasy coexistence with the surface world. Combining aquatic terror with mythic melancholy, the Samebito is a fan-favourite creature for dark fantasy settings, monster databases, and bestiary lore collections.
Appearance
Samebito resemble towering humanoids with smooth, black or kelp-green sharkskin, a broad, tooth-filled maw, and luminous sea-blue eyes that shine even in total darkness. Their powerful limbs end in webbed claws built for both rending and swimming, while gill-slits along the neck pulse with a faint phosphorescent glow. Despite their intimidating silhouette, Samebito often appear hunched or subdued, their presence carrying a subtle aura of sorrow.
Behaviour
Usually solemn and cautious, they avoid conflict unless cornered or provoked, preferring to observe from shadows or deep water. They demonstrate surprising gentleness toward innocents and outcasts, yet unleash an explosive, predatory fury if threatened. Their emotional state strongly influences their actions—grief may drive them to isolation, while hope can make them unexpectedly loyal.
Habitat
They dwell in coastal shallows, mist-shrouded bays, underwater ruins, and forgotten sea caves, often choosing remote locations near sunken shrines or ancient oceanic ley lines. Exiled from the courts of mighty sea spirits or dragon kings, they rarely return to the open ocean, lingering instead in twilight zones where land and water blur.
Modus Operandi
When forced to fight, theystrike with lightning-fast lunges, serrated bites, and powerful sweeps of their aquatic claws. They excel at ambushes from water, dragging foes beneath waves before finishing them with relentless precision. Outside combat, they may barter information, rare pearls, or even their gem-like tears in exchange for mercy or assistance, making them unpredictable allies or tragic adversaries.
Motivation
Driven by guilt, exile, or ancient punishment, Samebito seek redemption, companionship, or tasks that might restore their lost honor. Many quest to break their curse, repay kindness with fierce loyalty, or safeguard sacred ocean relics. Their deepest desire is to return home—to the sea, to lost lords, or to a life free of sorrow.
Samebito 5e 2024
Samebito, Pathfinder
Samebito

Medium Monstrosity (Aquatic), Neutral
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 18 (+4) | 11 (+0) | 14 (+2) | 16 (+3) |
Saving Throws Wis +5, Cha +6
Skills Athletics +7, Insight +5, Perception +5, Stealth +5
Damage Resistances cold; piercing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common
Challenge 6 (2,300 XP) • Proficiency Bonus +3
TRAITS
Amphibious. The Samebito can breathe air and water.
Sharkskin Armor. A creature grappling the Samebito, or grappled by it, takes 3 (1d6) slashing damage at the start of each of its turns.
Blood in the Water. It has advantage on attack rolls against creatures within 30 feet that are below half their hit points.
Tear-Jewel Sorcery (Recharge 5–6). As a bonus action, the Samebito crushes a magical gemstone tear to cast one of the following spells (spell save DC 14), requiring no components: fog cloud, heroism (self only), hold person, water walk (self only).
Exiled Spirit (Elite Trait; activates at 55 HP or lower).
For 1 minute, the Samebito gains the following benefits:
• Resistance to all damage except force
• Its melee attacks deal an extra 7 (2d6) psychic damage
• It can Dash or Disengage as a bonus action
ACTIONS
Multiattack. The Samebito makes two attacks: one with its Bite and one with its Claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Drowning Surge (Recharge 4–6). The Samebito releases a burst of crushing seawater. Each creature of its choice within 15 feet must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failure. A prone creature becomes restrained until the end of its next turn.
Jewel-Weeping Gaze (1/Day). One creature the Samebito can see within 30 feet must succeed on a DC 14 Wisdom saving throw or be overwhelmed with supernatural grief for 1 minute. On a failure, the target is frightened and incapacitated until the end of its next turn. It repeats the save at the end of each of its turns.
REACTIONS
Sudden Lunge. When a creature enters the Samebito’s reach, it makes one Claw attack.
Foam-Step. When the Samebito is hit by an attack, it conjures a burst of foam and mist, imposing disadvantage on the attack.
LEGENDARY ACTIONS
(Available only while Exiled Spirit is active.)
The Samebito can take 2 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn.
Move. The Samebito moves up to its speed without provoking opportunity attacks.
Claw. The Samebito makes one Claw attack.
Tidal Pull (Costs 2 Actions). One creature within 20 feet must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward the Samebito.
TACTICS
A Samebito strikes from water when possible, opening with Drowning Surge to unbalance foes. It uses Fog Cloud to obscure archers and Hold Person to isolate priority targets. Once bloodied, Exiled Spirit ignites, turning it into a relentless predator. It focuses on weakened enemies using Blood in the Water, retreats into murky depths if outmatched, and shows hesitation only when offered compassion.
Samebito

An enormous creature stands here, a cross between an ogre and a shark. It clutches a polearm in its clawed hands. A beard of tendrils like an octopus’ arms dangles at the base of its massive jaws, and its nose points far beyond its emerald eyes.
Source Demiurge113
Originally posted on Probing the Membrane of Science
Despite their monstrous appearances, samebito have the same range of personalities as humans do – they are as likely to be kindly as they are to be cruel. These martial giants of the deep seas maintain their own civilization far below the waves, but most of them find employment as bodyguards, artisans or elite troops for more powerful oceanic creatures such as dragons, storm giants and even kraken. They typically approach humanoids with cautious skepticism, knowing that their monstrous appearances create problems. A samebito befriended, however, is a fast and loyal ally.
They are carnivores, hunting whales and other oceanic leviathans for sustenance. All samebito possess some innate magical skill, which many of them turn to the creation of magical weapons. The forges of the samebito, built around abyssal volcanoes, are said to be some of the most wondrous on the Material Plane. Although it has been said that the tears of a samebito become pearls and rubies, this is merely a reference to the vast stores of wealth that these treasures bestow upon the samebito.
| Samebito CR 12 |
| XP 19,200 N monstrous humanoid (aquatic) Init +7; Senses darkvision 120 ft., keen scent, low-light vision, Perception +23, |
| DEFENSE |
| AC 26, touch 16, flat-footed 23 (-1 size, +3 Dexterity, +12 natural, +4 deflection) hp 172 (15d10+90) Fort +11, Ref +12, Will +12 DR 10/magic; Resist cold 10, fire 10; Defensive Qualities deep-born |
| OFFENSE |
| Speed 30 ft., Swim 60 ft. Melee +2 naginata +23/+18/+13 (1d10+12/x4), bite +18 (2d6+3 plus bleed), beard +18 (1d6+3 plus disarm) or 2 claws +20 (1d8+7), bite +20 (2d6+7 plus bleed), beard +18 (1d6+3 plus disarm) Space 10 ft.; Reach 10 ft. (20 ft. with naginata) Special Attacks bleed (1d6) Spell-like Abilities CL 15th, concentration +19 Constant – freedom of movement, shield of faith |
| STATISTICS |
| Strength 25, Dexterity 17, Constitution 23, Intelligence 13, Wisdom 12, Charisma 14 Base Atk +15; CMB +23 (+27 disarm); CMD 36 (40 vs. disarm) Feats Combat Expertise, Craft Magic Arms and Armor, Greater Disarm, Improved Disarm, Improved Initiative, Iron Will, Master Craftsman, Multiattack Skills Craft (weaponsmith) +21, Perception +23, Stealth +21, Survival +19, Swim +16; Racial Modifiers +4 Perception, +4 Stealth Languages Common, Aquan SQ amphibious |
| ECOLOGY |
| Environment temperate costal and aquatic Organization solitary, pair or retinue (3-10) Treasure double standard (+2 naginata, other treasures) |
| SPECIAL ABILITIES |
| Beard (Ex) A samebito’s beard is a secondary attack that deals bludgeoning damage. A samebito may make a free combat maneuver check to disarm without provoking an attack of opportunity when it hits with its beard attack. Deep-born (Ex) A samebito is immune to damage from water pressure. Keen Scent (Ex) A samebito can notice creatures by Scent in a 180 foot radius underwater and can smell blood in the water at a range of 1 mile. |
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