Landshark

by KingPenelope

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Landshark

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 150
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3)

  • Skills Perception +6
  • Senses darkvision 60 ft., tremorsense 60 ft.
  • Challenge Rating 6

Brittle Armor. On a critical hit, or if an attack deals 10 or more bludgeoning damage in a single turn, the landshark takes an additional 1d10 damage and its AC is reduced by 1.

Ambush Predator. The landshark can drag a Medium or smaller creature without a reduction in speed, even underground.

Ground Eruption. When the landshark burrows or surfaces, the ground within 5 feet of it becomes difficult terrain.

Standing Leap. The landshark’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the the target is prone, it is grappled. If this attack reduces a creature to 0 hp, they receive an injury.

Deadly Leap. If the landshark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet. Each creature in a 5 ft. square where it lands must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the landshark’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the landshark’s space.

Earth Furrow. The landshark moves up to its burrowing speed just below the surface of the ground. If it burrows beneath the space of a Medium or smaller creature on the ground, that creature must make a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone.

Bonus Actions

Rising Burst. While Burrowing. The landshark erupts out of the earth, spraying rock and dirt into the air. Each creature in a 10 foot cone. The target must make a DC 12 Constitution saving throw or be blinded until the end of their next turn.

Churning Dive. While Above Ground. The landshark dives into the earth, creating a hole of churned earth within 5 feet of it. Each creatures in that area must make a DC 16 Strength or Dexterity saving throw or be knocked prone.

Reactions

Struggle. When the Landshark makes a Strength, Dexterity, or Constitution saving throw or ability check, it gives itself advantage on the roll.

Landshark Tactics

The landshark has a temperament akin to the wolverine – stupid, mean, and fearless.

A landshark hides underground and uses its tremorsense to detect prey. First it burrows beneath its opponents, using earth furrow to knock them prone and rising burst when it surfaces.

It then attempts to bite prone creatures, and drag them underground to devour them.

It knows that while underground it cannot be easily attacked, and so tries to spend as much time underground as possible.

One of its most effective tactics is to position itself below it's foes, use it's rising burst to blind them, which causes them to automatically fail to escape it's deadly leap. It does however leave itself exposed above ground.

The landshark prizes its mobility and freedom above all, and will viscously fight any attempt to restrain it using struggle.

While it will usually retreat when it gets a meal or when it's bloodied, when agitated it may continue to rampage uncontrollably.

Art by Ben Wootten
 

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