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Large monstrosity (titanspawn), lawful evil

21 (+5) 11 (+0) 20 (+5) 7 (-2) 8 (-1) 6 (-2)

Armor Class 16 (natural armor)
Hit Points 73 (7d10 + 35)
Speed 30 ft., swim 30 ft.
Saving Throws Constitution +7, Wisdom +1
Skills Perception +1, Survival +1
Senses darkvision 120 ft., passive Perception 11
Languages Primordial, Titan Speech.
Challenge 4 (1,100 XP)

Special Traits

  • Blood Frenzy. The shark-folk has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Limited Amphibiousness. Shark-folk can breathe both air and water, however if they spend more than 1 hour without being immersed in water, they must make a DC 12 Constitution saving throw or become poisoned until they immerse themselves fully in water. This saving throw must be repeated each hour until the shark folk is immersed or becomes poisoned in this way. Each hour the DC of the saving throw increases by 1.
  • Keen Smell. The shark-folk has advantage on Wisdom (Perception) checks that rely on smell.
  • Underwater Blindsight. While fully immersed in water, the shark-folk has blindsight out to a radius of 30 feet.


  • Multiattack. The shark-folk makes two harpoon attacks and one bite attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a medium or smaller creature, the target is grappled (escape DC 15). While grappled in this fashion, the target is also restrained.
  • Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the shark-folk or be pulled up to 20 feet toward the shark-folk.


In combat, shark-folk gang up on wounded foes, biting and ripping at any available flesh until their opponents are dead. Groups of shark-folk often travel in the company of blood krakens which remain submerged nearby while the shark-folk wade ashore or assault a targeted vessel. Shark-folk do not retreat. Once they begin the attack, they fight to the death.


Shark-folk are amphibious monstrosities often used as shock troops, attacking ships and raiding coastal settlements. They are not terribly intelligent but are generally capable of following the instructions of the blood krakens who command them in battle. These instructions are often little more than “smash,” “destroy,” or “kill,” which suits the shark-folk just fine.

Amphibious Raiders. Shark-folk serve on sea and land, though their effectiveness is greatly diminished on the shore. Usually, shark-folk activity on land is confined to coastal areas where the raiders can periodically run back to the water to rehydrate. A shark-folk who wanders too far inland risks dehydration.

Mutated Monstrosities. Muscular humanoid arms and legs extend from their sharklike bodies, which makes them all the more terrifying to witness in combat. However, when beneath the waves and outside of combat, shark-folk can swim with their arms at their sides and their legs straight back. This conceals their mutated form from casual observation, causing most who see them at a distance to mistake them for regular sharks. By the time an onlooker discerns the true nature of incoming shark-folk it is often too late to escape.

Section 15: Copyright Notice

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