Hit: The target takes 22 (4d10 + 4) piercing damage.Ī ghost pirate ship travels through the seas, traveling perpendicularly to the players. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the Giant Shark. The target can repeat the check as an action in order to break free.įlesh ripping. If the target is Medium or smaller, it has to make a DC14 Strength (Athletics) or Dexterity (Acrobatics)check, or become grappled. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. If it lands 5ft or less away from another creature, it can make a free Chomp attack.Ĭhomp. in height in the air after moving at least 10ft. While in the water, a giant shark can make jumps up to 15ft. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.įish out of the water. It looks as if that shark was leading all the others.Īmphibious The Giant Shark can breathe air and water.īlood Frenzy. One of them is heavily scarred and has several burn marks. Now let’s start sailing and pray to not become the prey of a Kraken’s folly.ġd4+1 Variant Giant Sharks appear from the water. You already left from the pirate port town after having dealt with a great number of encounters from this post. With the Seas of Vodari Campaign Setting arriving soon, and the just announced Ghosts of Saltmarsh adventures module releasing on May 21st, there’s no better time to be a pirate lover, or want to start a seafaring campaign with some friends.
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