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Wicked Tuna

Large monstrosity, chaotic evil

Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft.

18 (+4) 12 (+1) 13 (+1) 3 (-4) 10 (+0) 3 (-4)

Skills Perception +2
Senses passive Perception 12
Challenge 2 (450 XP)


  • Aggressive. As a bonus action, the wicked tuna can move up to its speed toward a hostile creature that it can see.
  • Blood Frenzy. The wicked tuna has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Pack Tactics. The wicked tuna has advantage on an attack roll against a creature if at least one of the wicked tuna’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Water Breathing. The wicked tuna can breathe only underwater.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.


There are a number of strange monsters in the ocean. The wicked tuna is one of the most bizarre. It hunts in groups and can be a menace to any seaside community.

Sizeable Sea Creature. Many fisherfolk and sailors are surprised at the size of the wicked tuna. This creature is almost the size of a small whale. Coastal communities have begun to fear them as much as sharks.

Wild Waves. Wicked tuna cause mayhem with fishing fleets. They sink boats, rip nets apart, and eat fisherfolk. Most people know to pull in their nets and head back to land if a wicked tuna arrives on the scene.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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