Size:
Large
Type:
Animal
Form:
shark
Temper:
predatory
# App:
1, 2, 1d4 + 2, 1d6 + 6
Lair:
Diet:
carnivore
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. The shark can choose to grapple the target if it is a Large or smaller creature (escape DC 16). Until this grapple ends, the target is restrained, and the shark can't bite another target.
Action
Multiattack
The shark makes three attacks: two with its bite and one with its tail.
Action
Swallow
The shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 14 (4d6) acid damage at the start of each of the shark's turns. The shark can hold up to two Large-sized or three Medium-sized or smaller creatures at a time. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the shark. If the shark dies, all swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Action
Tail
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Special
Blood Frenzy
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Special
Magical Teeth
Its creators imbued the shark's teeth with magic, making its bite attack magical.
Special
Siege Monster
The shark deals double damage to objects and structures.
Special
Water Breathing
The shark can breathe only underwater.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Great Fortitude
Action
Feat 2
Improved Initiative
Action
Melee 1
bite +5 (1d8+4)
Special
Keen Scent (Ex)
A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
These sharks dwell in the deepest seas, only traveling near the surface to gather enough food to survive. Their largest teeth are over a foot long and capable of breaking through the hull of a ship. Academics call these ancient monsters megalodons, but for the normal folk they are widely known as deep terror sharks.
Ancient Guardians. Deep terrors were created long ago to protect long-forgotten civilizations. Now, these guardians patrol ancient ruins, protecting the treasures they hold from those who dare to trespass. Once a day a deep terror leaves its ruins to hunt.
A Shadow in the Sea. The first sign of a deep terror hunting near the surface is the sighting of a massive shadowy object moving quickly below the surface. By the time its fin appears, this shark has already begun its attack.
5e SRD