Free interactive D&D 5e SRD stat block

Hunter Shark

Large Beast, CR 2, AC 12, 45 HP. Unaligned.

A fantasy bestiary portrait of Hunter Shark.
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Large Beast, Unaligned

AC
12
Initiative
+2 (12)
HP
45 (6d10+12)
Speed
5 ft., Swim 40 ft.
ScoreModSave
STR 18 +4 +4
DEX 14 +2 +2
CON 15 +2 +2
INT 1 -5 -5
WIS 10 +0 +0
CHA 4 -3 -3
Skills
Perception +2
Senses
Blindsight 60 ft.; Passive Perception 12
Languages
None
CR
2 (XP 450; PB +2)

Traits

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6+4) Piercing damage.

How to run Hunter Shark

A hunter shark is a CR 2 underwater predator with 45 HP, AC 12, Blindsight 60 feet, Strength 18, and a Bite at +6 for 3d6+4 piercing. It has Advantage if the target isn't at full HP. The shark exists in water only; walk speed 5 feet means the party never fights it on land unless something went very wrong.

The encounter is the water, not the shark. Stage it during a shipwreck, a drowned temple, or a cliff where a PC was pushed into the sea. The party already fights the ocean, cold, and darkness. The shark is the punctuation mark. Blindsight 60 feet makes it untrackable in murk. It always knows where the party is even when they can't see 10 feet.

When the shark bites, it's a single attack per turn at +6 for 3d6+4 piercing, then disengages into darkness to circle for another pass. Advantage means the second bite of the round hits harder. Hunter sharks with Intelligence 1 don't retreat unless badly wounded. They're eating machines. If a PC reaches 0 HP in the water, the shark drags the body. Recovery requires a swim-down grapple.

Run the encounter in fragments. A fin breaks the water. Silence. Then a Dex save to avoid being knocked off the rope. The terror is what isn't visible.

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.
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