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Hellfire Bloodshark

Gargantuan monstrosity, neutral evil

23 (+6) 15 (+2) 19 (+4) 2 (-4) 12 (+1) 2 (-4)

Armor Class 18
Hit Points 261 (18d20 + 72)
Speed 0 ft., 80 ft. swim
Skills Athletics +11, Perception +6
Senses passive Perception 16
Challenge 13 (10,000 XP)

Special Traits

  • Blood Frenzy. The bloodshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Burning Presence. The water that surrounds a bloodshark boils with its heat. Any creature that moves within 10 feet of the bloodshark must make a DC 16 Constitution saving throw or take 10 (3d6) fire damage. If the bloodshark is raging, creatures have disadvantage on the saving throw.
  • Keen Smell. The bloodshark has advantage on Wisdom (Perception) checks that rely on smell.
  • Rage (3/day). The bloodshark can use its bonus action to enter a rage. While raging, the bloodshark has resistance to all bludgeoning, piercing and slashing damage, has advantage on Strength checks and saving throws, and adds +3 damage to all melee attacks. The rage lasts 1 minute and ends early if the bloodshark is knocked unconscious or if its turn ends without having attacked a hostile creature or having taken damage since its last turn.
  • Swim by. The bloodshark doesn’t provoke opportunity attacks when it swims out of an enemy’s reach.


  • Multiattack. The bloodshark makes a bite attack and can make up to three spine attacks, each against a different creature within range.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 34 (8d6 + 6) slashing damage. If the target is a creature, it is grappled (escape DC 21, or 26 if raging). Until the grapple ends, the target is restrained, and the bloodshark can’t bite another target.
  • Spines. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) fire damage.
  • Swallow. The bloodshark makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the bloodshark, and it takes 21 (6d6) fire damage at the start of each of the bloodshark’s turns. If the bloodshark takes 30 damage or more on a single turn from a creature inside it, the bloodshark must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which exit prone in a space within 10 feet of the bloodshark. If the bloodshark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone.


Hellfire bloodsharks are voracious feeders, viciously attacking any creature that comes near. Against foes that show an ability to defend themselves, they try repeated passes raking with their spines and using their Swim by feature to leave the target behind. If truly threatened, they rage and concentrate their attacks on the greatest threats, swallowing them to remove them from the battlefield. They are also known for attacking small ships, crushing hulls with their powerful bite or piercing them with their scalding spines.


These rare but terrifying predators are massive creatures, some growing to be almost 40 feet in length. They resemble gigantic sharks covered in razor-sharp spines, the tips of which glow red with the fury of the imprisoned titan that created them.

When its massive fin breaks the water you can see bubbles of boiling water surrounding its sleek body and left within its wake. While its spines are the most dangerous, its entire body is hot to the touch and the water surrounding it boils with its anger.

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