Goblin Shark
Level 5Attacks
Abilities
The shark can smell blood in the water from up to 1 mile away.
The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
Creatures that successfully Escape from the goblin shark's jaws take 1d6 bleed as the shark's hold tears flesh away.
The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Description
Numerous species of sharks make their homes in the ocean's depths, rarely encountered by land-dwellers.
Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They make up for their slow swimming speed with stealthy ambushes, allowing prey to get within reach before lashing out with their extending jaws.