Free interactive D&D 5e SRD stat block

Hunter Shark

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

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)

How to run Hunter Shark

A hunter shark is a 45-HP underwater ambush with no actions printed in its SRD block, which is its own design statement. What it has is a 40 ft. swim, a 5 ft. walk speed (so the party never fights it on land unless something has gone very wrong), Blindsight 60 ft., and AC 12 with Strength 18. Treat it as an environmental threat first and a stat block second. The shark exists to make the water dangerous.

The encounter is the swim, not the shark. Stage it during a shipwreck, a drowned-temple delve, or a coastal cliff where a PC has just been pushed off. The party is already fighting the ocean and the cold and the dark; the shark is the punctuation mark. Blindsight 60 ft. makes it untrackable in deep water. It always knows where the party is even when the party can't see ten feet through the murk.

When you want a bite resolved, the cleanest fix is to use the SRD's general Beast attack pattern: a melee attack with the shark's +6 to hit (Str 18, proficient), reach 5 ft., for around 2d8+4 piercing on a hit. Some printings of this monster have a Bite line; this version doesn't. Confirm with your table what damage you're using before the first round. Whatever you choose, the shark hits once per turn, then disengages back into the dark to circle for another pass.

Hunter sharks do not retreat unless wounded badly. With Intelligence 1 and Wisdom 10, they are simple eating machines. If a PC drops to 0 HP in the water, the shark drags the body, and someone has to swim down with a grapple to recover it.

Run the round-by-round in fragments: a fin breaks the water, then nothing for a beat, then a save against being knocked off the rope. The terror is what isn't on screen.

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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