Free interactive D&D 5e SRD stat block

Reef Shark

Medium Beast, CR 1/2, AC 12, 22 HP. Unaligned.

Medium Beast, Unaligned

AC
12
Initiative
+2 (12)
HP
22 (4d8+4)
Speed
5 ft., Swim 30 ft.
ScoreModSave
STR 14 +2 +2
DEX 15 +2 +2
CON 13 +1 +1
INT 1 -5 -5
WIS 10 +0 +0
CHA 4 -3 -3
Skills
Perception +2
Senses
Blindsight 30 ft.; Passive Perception 12
Languages
None
CR
1/2 (XP 100; PB +2)

How to run Reef Shark

A reef shark is the warning shot before the bigger sharks arrive. CR 1/2, 22 HP, AC 12, swim 30, walk 5, and a stat block with no listed actions. Run the bite as a Strength-based unarmed strike at +4 to hit for 1d8+2 piercing, or borrow the older edition's bite with pack tactics if you want the encounter to bare its teeth. With Blindsight 30 ft. and Perception +2, the shark perceives anything in the water within close range, including invisible swimmers, and that is the actual encounter design lever.

Run reef sharks in groups of three to five. One alone is a speed bump. A school is a problem. Open with the first shark already in melee with whoever fell off the boat, then have two more close from different angles in round one. The shark is unaligned and Int 1, so it does not flank in a clever way. It picks the bleeding target and bites again. Track which PC has taken damage in the water. That is the one the next shark goes for, not because the shark is cruel, but because blood does the targeting.

The 5 ft. walk speed is a hard limit. A shark that beaches itself on a rock or a floating piece of wreckage is no longer a threat. Reward smart positioning. A PC who climbs onto a bobbing crate has effectively ended the encounter for any one shark. The fight then becomes about whoever is still in the water. If three of the four PCs make it to the boat and one is still flailing in the chum, the question is whether the others jump back in for them. That question is what the reef shark encounter is for.

Sharks do not retreat from a kill. They retreat from being hurt. Once a single shark in the school takes serious damage (below half HP) it leaves the area, and the others follow within a round. Don't let the encounter run long. Three rounds and either the party is on the boat or someone is being dragged under.

Describe the dorsal fin once before initiative. One fin, then a second, then a third, and the cleric realizes she counted wrong.

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.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →