This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars.
Environment: Any ocean
Organization: 1-16
Proficiency Score: +15
Colossal; Neutral; animal, aquatic, fish
Armor Class: 30 (-2 Dex, +15 Natural, -8 Size, +15 Proficiency Score)
Hit Points: 255 (15d12+75)
Speed: Swim 40 feet
Initiative: -2
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 6 (–2) | 20 (+5) | 2 (–4) | 11 (+0) | 5 (–3) |
Saves:
- Fortitude +20 (advantage)
- Reflex +13
- Will +15
+1d6 against effects with the magical or supernatural tags
Skills:
- Athletics +20
- Perception +15
Senses: Passive Perception 25, low light vision 60 feet
Languages: Sylvan
Battle Blooded. Once per 24 hours, when a Great White Shark gains the Dying Condition but is not instantly killed, it can fight on for an extra round as if inflicted with the Enfeebled 1 Condition, foregoing the Dying and Unconscious Conditions for that round. At the end of the Great White Shark’s next turn, unless it is brought above 0 hit points, it immediately falls Unconscious and gains the Dying condition.
Bullrush. A Great White Shark has advantage on Combat Maneuvers to Shove a creature.
Critical (Bite, Slowed 1). When a Great White Shark rolls a Critical Hit on its Bite Strike, the target is Slowed 1 for 1d4+1 rounds. A target of the Great White Shark’s Critical can attempt a DC 30 Fortitude Save to reduce the duration to a round. Additional Criticals on the same creature only increase the duration.
Hold Breath (-). A Great White Shark never risks drowning.
Legendary Actions (1). A Great White Shark can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.
Actions
Bite. Melee Strike +20/+15/+10 (reach 5 feet, unarmed, versatile bludgeoning) with 8d6+5 piercing damage.
Powerful “Stance”. As a Single Action, a Great White Shark can take a moment to prepare and attack and gain +1d8 damage on successful Melee Strikes until the Great White Shark’s next turn.
Smash Breech. As a Triple Action, a Great White Shark can make a Charge against creature(s) or object(s) on the surface of the water. At the end of its charge, the Great White Shark breaches and then slams down onto the target(s) with incredible force. Any huge or smaller creatures or objects within the Great White Shark’s space must make a DC 30 Reflex Save to avoid 4d8+5 bludgeoning damage. If it is a ship less than 15 feet in length, substitute a Profession (Sailor) check for the Reflex Save to avoid the damage and also being capsized. Whether or not a creature rolled a successful Saving Throw, it is pushed into the nearest adjacent square to the Great White Shark.
Tail. Melee Attack +20/+15/+10 (reach 10 feet, unarmed) with 3d6+5 bludgeoning damage.
Equipment
- Incidental