Monster I’d Like to Fight: Terra Shark

Monster I'd Like to Fight: Terra Shark

As the planes gradually shift and intersect, they occasionally collide or overlap, creating what’s known as a planar convergence. This collision releases immense energy that can alter the creatures on the border of each plane or give rise to entirely new ones. The terra shark is one such newly formed creature, born from the momentary merging of the planes of water and earth. While sharks are common of watery realms, they underwent a transformation to adapt to the arid conditions of the plane of earth, evolving into four-legged creature that tunnel through the ground as if it were open ocean.

Much like their aquatic counterparts, terra sharks are formidable predators, honing their senses to navigate the infinite expanse of dirt, rock, and stone that defines the plane of earth. In some respects, their senses have even surpassed those of their marine kin, enabling them to swiftly detect nearby prey as well as threats.

Though most often found on the fringes of the plane of earth, terra sharks occasionally find their way to the material realm through portals or summoning rituals. Unbound terra sharks will find their way to the mountains and the deep underground.

Terra Shark

Large Monstrosity, Unaligned


Armor Class 13 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 40 ft., burrow 40 ft.

STRDEXCONINTWISCHA
17 (+3)12 (+1)15 (+2)1 (-5)12 (+1)4 (-3)

Skills Perception +3

Senses tremorsense 60 ft., passive Perception 13

Languages —

Challenge  2 (450 XP)

Proficiency Bonus +2


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

Earth Glide. The shark can burrow through nonmagical, unworked earth and stone. While doing so, the shark doesn’t disturb the material it moves through.

Actions


Multiattack. The shark makes one Bite attack and one Claw attack

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the shark moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 (1d8) piercing damage, and it must succeed on a DC 13 Strength saving throw or have the prone condition.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Bonus Actions


Detect. The shark makes a Wisdom (Perception) check.

Downloads

Further Reading

Have a look at some of the creatures from our first planar convergence, Mechanical in Nature.

If you’re looking for a quick elemental creature, try giving a pre-made creature some elemental flavor.

Imagery created with Midjourney.

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