Free interactive D&D 5e SRD stat block

Giant Shark

Huge Beast, CR 5, AC 13, 92 HP. Unaligned.

A fantasy bestiary portrait of Giant Shark.
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Huge Beast, Unaligned

AC
13
Initiative
+3 (13)
HP
92 (8d12+40)
Speed
5 ft., Swim 60 ft.
ScoreModSave
STR 23 +6 +6
DEX 11 +0 +0
CON 21 +5 +5
INT 1 -5 -5
WIS 10 +0 +0
CHA 5 -3 -3
Skills
Perception +3
Senses
Blindsight 60 ft.; Passive Perception 13
Languages
None
CR
5 (XP 1,800; PB +3)

Traits

Water Breathing. The shark can breathe only underwater.

Actions

Multiattack. The shark makes two Bite attacks.

Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10+6) Piercing damage.

How to run Giant Shark

A giant shark is a CR 5 ocean predator that forces the party into water where they can't escape. It has 92 HP, AC 13, Multiattack with two Bites at +9 for 3d10+6 piercing each. Blindsight 60 feet means cover and darkness don't protect anyone. Strength 23 gives it Athletics +6. Swim speed 60 feet means the shark closes any distance in water faster than the party can swim away.

Stage the fight in water where the party can't step onto safety. A sinking ship, a reef crossing, a flooded ritual chamber. The shark closes with Multiattack, grappling a target with an opposed Athletics check. Swim 60 feet vs the party's 15 feet per round means drowning becomes the real weapon. A dragged PC two rounds deep loses the ability to breathe. Intelligence 1 means the shark doesn't feint or maneuver; it picks the slowest swimmer and stays on it.

Blindsight 60 feet beats Invisibility, darkness, and concealment. A wizard casts Invisibility and swims away. The shark turns toward the empty patch of water and strikes anyway. The party learns this the hard way. The shark won't retreat from prey, but it will lose interest once it's killed something and eaten. Offer the party a trade: give it a corpse, a sack of galley meat, a sacrificed mount, and the rest survive one round to reach shore or a hull.

Use the environment to seal off escape. A party that can reach rock survives. A party in open water learns what panic feels like.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser, share a state with the URL bar.

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