Sharkfolk

Small or Medium • Humanoid • Any Alignment

Armor Class 12

Hit Points 22 (4d8 + 4)

Speed 10 ft., swim 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
13 (+1)12 (+1)12 (+1)9 (-1)11 (+0)9 (-1)

Skills Athletics +3, Perception +4

Senses blindsight 30 ft., passive Perception 14

Languages Primordial (Aquan)

CR 1/2 (XP 100; PB +2)

A muscular humanoid shark leaping from the water, baring rows of sharp teeth.

Amphibious. The sharkfolk can breathe air and water.

Blood Frenzy. The sharkfolk has advantage on melee attack rolls against any creature that doesn't have all its hit points.

ACTIONS

Multiattack. The sharkfolk makes two attacks, only one of which can be a Bite attack.

Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 5 (1d8 + 1) piercing damage. If the sharkfolk is grappling the target, the attack scores a critical hit on a 19 or 20.

Claws. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) bludgeoning damage. Instead of dealing damage, the sharkfolk can grapple the target (escape DC 11).

REACTIONS

Relentless Pursuit. Trigger: A creature within 15 feet of the sharkfolk moves away from it. Response: The sharkfolk moves up to half its speed toward that creature.

Sharkfolk

Small or Medium • Humanoid • Any Alignment

Armor Class 11

Hit Points 4 (1d8)

Speed 10 ft., swim 40 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
11 (+0)10 (+0)10 (+0)9 (-1)10 (+0)9 (-1)

Skills Perception +2

Senses blindsight 30 ft., passive Perception 12

Languages Primordial (Aquan)

CR 0 (XP 10; PB +2)

A muscular humanoid shark leaping from the water, baring rows of sharp teeth.

Amphibious. The sharkfolk can breathe air and water.

Blood Frenzy. The sharkfolk has advantage on melee attack rolls against any creature that doesn't have all its hit points.

ACTIONS

Bite. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage.

REACTIONS

Relentless Pursuit. Trigger: A creature within 15 feet of the sharkfolk moves away from it. Response: The sharkfolk moves up to half its speed toward that creature.

Sharkfolk

Small or Medium • Humanoid • Any Alignment

Armor Class 13

Hit Points 58 (9d8 + 18)

Speed 10 ft., swim 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
15 (+2)14 (+2)14 (+2)9 (-1)12 (+1)9 (-1)

Skills Athletics +4, Perception +5

Senses passive Perception 14

Languages Primordial (Aquan)

CR 3 (XP 700; PB +2)

A muscular humanoid shark leaping from the water, baring rows of sharp teeth.

Amphibious. The sharkfolk can breathe air and water.

Blood Frenzy. The sharkfolk has advantage on melee attack rolls against any creature that doesn't have all its hit points.

ACTIONS

Multiattack. The sharkfolk makes two attacks, only one of which can be a Bite attack.

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 15 (3d8 + 2) piercing damage. If the sharkfolk is grappling the target, the attack scores a critical hit on a 19 or 20.

Claws. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) bludgeoning damage. Instead of dealing damage, the sharkfolk can grapple the target (escape DC 12).

REACTIONS

Relentless Pursuit. Trigger: A creature within 15 feet of the sharkfolk moves away from it. Response: The sharkfolk moves up to half its speed toward that creature.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.