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(Shark-World) Mutant-Sharks-&-Other-Monstrosities
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<blockquote data-quote="las" data-source="post: 292327" data-attributes="member: 889"><p>Heres 5 more mutant sharks.</p><p></p><p>Crysix Shark</p><p>Huge Beast (Aquatic)</p><p>Hit Dice: 30d10+270 (420 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: Swim 90 ft.</p><p>AC: 23 (-2 size, +2 Dex, +13 natural)</p><p>Attacks: 6 Bites +18 melee</p><p>Damage: Bite 2d6+9</p><p>Face/Reach: 10 ft. by 50ft. /10 ft.</p><p>Special Attacks: Improved grab, swallow whole, Jets of frost.</p><p>Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype.</p><p>Saves: Fort +20, Ref +13, Will +12</p><p>Abilities: Str 23, Dex 15, Con 29, Int 1, Wis 12, Cha 10</p><p>Skills: Listen +19, Spot +19, Search +18</p><p>Feats: Weapon Focus (Bite)</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 18</p><p>Treasure: None</p><p>Alignment: Always Chaotic neutral</p><p>Advancement: 31-43 (Huge), 44-61 (Gargantuan)</p><p></p><p>This six headed type of shark with purple skin. Being a mutant shark means that it is not nice to meat. It lives by the object that struck shark world all that time ago. All it lives for is to fead.</p><p></p><p>Combat</p><p>Improved Grab (Ex): To use this Sharks ability, he must hit with a bite attack. If he gets a hold, he can try to swallow the foe.</p><p> Swallow Whole (Ex): The shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside him, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the creature’s digestive juices. A swallowed creature can climb out of the stomach with a successful grapple check. This returns it to his mouth, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out be dealing 25 or more points of damage to the stomach (AC 20) with claws or a Tiny slashing weapon. Once that swallowed creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.</p><p> The sharks gullet holds up to two Large, three Medium-Size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or Smaller opponents.</p><p> Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile.</p><p>Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.</p><p>Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 22).</p><p>Skills: +10 racial bonus to Listen, Search, and Spot checks.</p><p></p><p>Cryquad Shark</p><p>Huge Beast (Aquatic)</p><p>Hit Dice: 16d10+80 (160 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: Swim 60 ft.</p><p>AC: 18 (-2 size, +2 Dex, +8 natural)</p><p>Attacks: 4 Bites +11 melee</p><p>Damage: Bite 2d6+7</p><p>Face/Reach: 10 ft. by 20ft. /10 ft.</p><p>Special Attacks: </p><p>Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype.</p><p>Saves: Fort +12, Ref +9, Will +4</p><p>Abilities: Str 21, Dex 15, Con 21, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +13, Spot +13, Search +12</p><p>Feats: Weapon Focus (Bite)</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 11</p><p>Treasure: None</p><p>Alignment: Always Chaotic neutral</p><p>Advancement: 17-28 (Huge)</p><p> </p><p>This for headed type of shark with purple skin. Being a mutant shark it has gaind powers must would not fase for they know iy means there dinner.</p><p></p><p> Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile.</p><p>Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.</p><p>Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 17).</p><p>Skills: +6 racial bonus to Listen, Search, and Spot checks.</p><p></p><p>Crydo Shark</p><p>Large Beast (Aquatic)</p><p>Hit Dice: 9d10+18 (63 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: Swim 60 ft.</p><p>AC: 16 (-1 size, +2 Dex, +5 natural)</p><p>Attacks: 2 Bites +8 melee</p><p>Damage: Bite 1d8+4</p><p>Face/Reach: 5 ft. by 10ft. /5 ft.</p><p>Special Attacks: </p><p>Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype.</p><p>Saves: Fort +7, Ref +7, Will +3</p><p>Abilities: Str 17, Dex 15, Con 15, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +9, Spot +9, Search +3</p><p>Feats: Weapon Focus (Bite)</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always Chaotic neutral</p><p>Advancement: 10-21 (Large)</p><p> </p><p>This two headed type of shark with purple skin. Being a mutant shark.</p><p></p><p>Combat</p><p> Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile.</p><p>Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.</p><p>Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 10).</p><p>Skills: +2 racial bonus to Listen, Search, and Spot checks.</p><p></p><p>Psy Shark</p><p>Medium-Size Animal (Aquatic)</p><p>Hit Dice: 3d8+3 (16 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: Swim 60 ft.</p><p>AC: 15 (+2 Dex, +3 natural)</p><p>Attacks: Bite +4 melee</p><p>Damage: Bite 1d6+1</p><p>Face/Reach: 5 ft. by 5ft. /5 ft.</p><p>Special Attacks: Psionic Powers, Attack/Defense Modes</p><p>Special Qualities: Keen scent</p><p>Saves: Fort +4, Ref +5, Will +2</p><p>Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +7, Spot +7</p><p>Feats: Weapon Finesse (Bite)</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary, School (2-5), or pack (6-11)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4-6 (Medium-Size)</p><p> </p><p>The Psy shark is the least mutated of all the mutant sharks. People can’t tell them from regular shark until they attack.They comenly hunt in packs by small towns no matter where the town is they are. There oilis one of the most prized by the sefice people.</p><p></p><p>Combat</p><p> Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile.</p><p> Psionic Powers (Sp): At will Cryo Blast.</p><p> Attack/Defense Modes (Sp): At will Ego Whip/Intellect fortress.</p><p></p><p>Psy Shark Three-headed</p><p>Large Beast (Aquatic)</p><p>Hit Dice: 11d10+33 (93 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: Swim 60 ft.</p><p>AC: 17 (-1 Size, +2 Dex, +7 natural)</p><p>Attacks: 3 Bites +8 melee</p><p>Damage: Bite 1d8+4</p><p>Face/Reach: 5 ft. by 10ft. /5 ft.</p><p>Special Attacks: Psionic Powers, Attack/Defense Modes</p><p>Special Qualities: Keen scent</p><p>Saves: Fort +8, Ref +7, Will +3</p><p>Abilities: Str 13, Dex 15, Con 17, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +11, Spot +11, Search +8</p><p>Feats: Weapon Focus (Bite)</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always Chaotic neutral</p><p>Advancement: 12-15 (Large)</p><p> </p><p>The Psy three-headed shark is the one of the most odd of the sharks. People can’t tell them from regular shark until they attack.</p><p></p><p>Combat</p><p> Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile.</p><p> Psionic Powers (Sp): At will Cryo Blast, Ultrablast, True Concussion, Sense Psionics, Shadow Body, and Reddopsi.</p><p> Attack/Defense Modes (Sp): At will Ego Whip, Mind Thrust, Psychic Crush/Intellect fortress, Mental Barrier, and Thought Shield.</p><p>Skills: +4 racial bonus to Listen, Search, and Spot checks.</p></blockquote><p></p>
[QUOTE="las, post: 292327, member: 889"] Heres 5 more mutant sharks. Crysix Shark Huge Beast (Aquatic) Hit Dice: 30d10+270 (420 hp) Initiative: +2 (+2 Dex) Speed: Swim 90 ft. AC: 23 (-2 size, +2 Dex, +13 natural) Attacks: 6 Bites +18 melee Damage: Bite 2d6+9 Face/Reach: 10 ft. by 50ft. /10 ft. Special Attacks: Improved grab, swallow whole, Jets of frost. Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype. Saves: Fort +20, Ref +13, Will +12 Abilities: Str 23, Dex 15, Con 29, Int 1, Wis 12, Cha 10 Skills: Listen +19, Spot +19, Search +18 Feats: Weapon Focus (Bite) Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 18 Treasure: None Alignment: Always Chaotic neutral Advancement: 31-43 (Huge), 44-61 (Gargantuan) This six headed type of shark with purple skin. Being a mutant shark means that it is not nice to meat. It lives by the object that struck shark world all that time ago. All it lives for is to fead. Combat Improved Grab (Ex): To use this Sharks ability, he must hit with a bite attack. If he gets a hold, he can try to swallow the foe. Swallow Whole (Ex): The shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside him, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the creature’s digestive juices. A swallowed creature can climb out of the stomach with a successful grapple check. This returns it to his mouth, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out be dealing 25 or more points of damage to the stomach (AC 20) with claws or a Tiny slashing weapon. Once that swallowed creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The sharks gullet holds up to two Large, three Medium-Size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or Smaller opponents. Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile. Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save. Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 22). Skills: +10 racial bonus to Listen, Search, and Spot checks. Cryquad Shark Huge Beast (Aquatic) Hit Dice: 16d10+80 (160 hp) Initiative: +2 (+2 Dex) Speed: Swim 60 ft. AC: 18 (-2 size, +2 Dex, +8 natural) Attacks: 4 Bites +11 melee Damage: Bite 2d6+7 Face/Reach: 10 ft. by 20ft. /10 ft. Special Attacks: Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype. Saves: Fort +12, Ref +9, Will +4 Abilities: Str 21, Dex 15, Con 21, Int 1, Wis 12, Cha 2 Skills: Listen +13, Spot +13, Search +12 Feats: Weapon Focus (Bite) Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Always Chaotic neutral Advancement: 17-28 (Huge) This for headed type of shark with purple skin. Being a mutant shark it has gaind powers must would not fase for they know iy means there dinner. Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile. Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save. Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 17). Skills: +6 racial bonus to Listen, Search, and Spot checks. Crydo Shark Large Beast (Aquatic) Hit Dice: 9d10+18 (63 hp) Initiative: +2 (+2 Dex) Speed: Swim 60 ft. AC: 16 (-1 size, +2 Dex, +5 natural) Attacks: 2 Bites +8 melee Damage: Bite 1d8+4 Face/Reach: 5 ft. by 10ft. /5 ft. Special Attacks: Special Qualities: Keen scent, Darvision 60 ft., Cold Subtype. Saves: Fort +7, Ref +7, Will +3 Abilities: Str 17, Dex 15, Con 15, Int 1, Wis 12, Cha 2 Skills: Listen +9, Spot +9, Search +3 Feats: Weapon Focus (Bite) Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always Chaotic neutral Advancement: 10-21 (Large) This two headed type of shark with purple skin. Being a mutant shark. Combat Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile. Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save. Jets of Frost (Ex): Each jet is 10 feet high, 10 feet wide and 20 feet long. All heads breathe once every 1d4 rounds. Each jet 3d6 cold damage for each head. A successful Reflex save halves the damage (DC 10). Skills: +2 racial bonus to Listen, Search, and Spot checks. Psy Shark Medium-Size Animal (Aquatic) Hit Dice: 3d8+3 (16 hp) Initiative: +2 (+2 Dex) Speed: Swim 60 ft. AC: 15 (+2 Dex, +3 natural) Attacks: Bite +4 melee Damage: Bite 1d6+1 Face/Reach: 5 ft. by 5ft. /5 ft. Special Attacks: Psionic Powers, Attack/Defense Modes Special Qualities: Keen scent Saves: Fort +4, Ref +5, Will +2 Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Skills: Listen +7, Spot +7 Feats: Weapon Finesse (Bite) Climate/Terrain: Any aquatic Organization: Solitary, School (2-5), or pack (6-11) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 (Medium-Size) The Psy shark is the least mutated of all the mutant sharks. People can’t tell them from regular shark until they attack.They comenly hunt in packs by small towns no matter where the town is they are. There oilis one of the most prized by the sefice people. Combat Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile. Psionic Powers (Sp): At will Cryo Blast. Attack/Defense Modes (Sp): At will Ego Whip/Intellect fortress. Psy Shark Three-headed Large Beast (Aquatic) Hit Dice: 11d10+33 (93 hp) Initiative: +2 (+2 Dex) Speed: Swim 60 ft. AC: 17 (-1 Size, +2 Dex, +7 natural) Attacks: 3 Bites +8 melee Damage: Bite 1d8+4 Face/Reach: 5 ft. by 10ft. /5 ft. Special Attacks: Psionic Powers, Attack/Defense Modes Special Qualities: Keen scent Saves: Fort +8, Ref +7, Will +3 Abilities: Str 13, Dex 15, Con 17, Int 1, Wis 12, Cha 2 Skills: Listen +11, Spot +11, Search +8 Feats: Weapon Focus (Bite) Climate/Terrain: Any aquatic Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always Chaotic neutral Advancement: 12-15 (Large) The Psy three-headed shark is the one of the most odd of the sharks. People can’t tell them from regular shark until they attack. Combat Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detects blood in the water at ranges of up to a mile. Psionic Powers (Sp): At will Cryo Blast, Ultrablast, True Concussion, Sense Psionics, Shadow Body, and Reddopsi. Attack/Defense Modes (Sp): At will Ego Whip, Mind Thrust, Psychic Crush/Intellect fortress, Mental Barrier, and Thought Shield. Skills: +4 racial bonus to Listen, Search, and Spot checks. [/QUOTE]
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