Blood Sea Mutant Reef Shark

Large aberration (titanspawn), chaotic evil

16 (+3) 13 (+1) 13 (+1) 7 (-2) 12 (+1) 4 (-3)

Armor Class 12 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 0 ft., swim 40 ft.
Skills Perception +3
Senses darkvision 30 ft., passive Perception 13
Challenge 1 (200 XP)

Special Traits

  • Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Regeneration. The shark regains 10 hit points at the start of its turn if it has at least 1 hit point.
  • Water Breathing. The shark can breathe only underwater.


  • Multiattack. The shark makes a bite attack and a claws attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Mutant reef sharks have clawed limbs instead of pectoral fins and use them to grab and hang onto their prey as they bite into it. Minor damage does not seem to trouble them and they heal quickly unless they are slain outright.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.