Free interactive D&D 5e SRD stat block

Reef Shark

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

A reef shark swimming through clear turquoise water above coral.
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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)

Traits

Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4+2) Piercing damage.

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 feet, walk 5 feet. Bite at +4 doing 2d4+2 piercing. Pack Tactics grants advantage on attack rolls when allies are within 5 feet. Blindsight 30 feet means the shark perceives anything in water within close range, including invisible swimmers.

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 picks the bleeding target. 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-foot walk is a hard limit. A shark that beaches itself on a rock is no longer a threat. Reward smart positioning. A PC who climbs onto a bobbing crate ends the encounter for that one shark. The fight becomes about whoever is still in the water. If three of four PCs make it to the boat and one is still flailing, the question is whether the others jump back in. That question is what the reef shark encounter is for.

Sharks do not retreat from a kill. They retreat from being hurt. Once a shark takes serious damage below half HP, it leaves and the others follow within a round.

Describe the dorsal fin once before initiative. One fin, then a second, then a third.

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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