Shark Devil (Chainsaw Man Supplement)
Shark Devil[edit]
Large fiend (Devil), chaotic evil Armor Class 16 (natural armor)
Saving Throws Str +6, Con +7 Frenzy.. The Shark Devil has advantage on attack rolls against bleeding creatures. Devil Power Usage. The Shark Devil has 10 Usages. Dread Tiers. The Shark Devil has 400 Dread Tiers. Enhanced Smell. It has a 30 foot radius of blindsight, which increases to 90 feet under water. Unparalled Strength. The Shark Devil counts as gargantuan for the purpose of grappling. Selachimorpha. The Shark Devils creation being due to the fear of many sharks gives it the following additional traits:
Intangibility. For one use as a free action the Shark Devil can move through structures and obstacles for a duration of your charisma modifier in rounds. Unescapable Maw. When using ‘Incredible Maw’ creatures must make a contested acrobatics or athletics check, If the creature fails the contest the Shark Devil grapples them. If they succeed they’re not grappled. When grappled these creatures can be dragged around even when using ‘Velox Dive’. Using ‘Velox Dive’ when the target is grappled causes them to take d6 in bludgeoning damage per 10ft you and the grappled target move as they are dragged around. This can only work via dragging someone on land and doesn’t apply on a liquid platform, Creatures cannot go through solid structures or objects and take a d8 when colliding with an object or structure. Lastly ‘Incredible Maw’ increases by 1 die tier. ACTIONSMultiattack. The Shark Devil can make two Rabid Strike attacks, it can replace these with its Incredible Maw. Rabid Strikes.' Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (d12+2) piercing damage. Incredible Maw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (4d6+3) piercing damage. Upon being hit the creature must make a DC 16 Constitution saving throw, on a failure the creature is bleeding. BONUS ACTIONSRabid Strikes. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (d12+5) piercing damage. Incredible Maw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (4d6+3) piercing damage. Upon being hit the creature must make a DC 16 Constitution saving throw, on a failure the creature is bleeding. Regeneration. The Shark Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood point spent It will regain a d8 worth of hit points or regenerate a missing limb. Velox Dive. For one use as a bonus action the Shark Devil may go dive down deep into the water or ground in order to surprise the Shark Devil’s prey, Creatures must make a perception check in order to spot the Shark Devil DC 17. On a failure the creature does not see the Shark Devil making the Shark Devil’s attack roll with advantage, On a success the Shark Devil does not gain advantage as the creature notices its appearance. If the Shark Devil has any other way of advantage this instead lowers its crit range (Ex: 20 to 19). Lastly when using Velox Dive the Shark Devil uses your swimming speed and not its walking speed. REACTIONSRegeneration. The Shark Devil may spend a number of blood points up to its Charisma modifier+Its Proficiency Bonus every blood point spent It will regain a d8 worth of hit points or regenerate a missing limb. |
The Shark Devil is 6 Levels in the Devil class The Shark Devil uses the improved durability rule. Fear BoonsTerrifying Brute. The Shark Devil may add half its Strength modifier to intimidation checks. Super Natural Vitality. The Shark Devil gain a +2 to its hit point maximum everytime it levels up. |
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