Skeletal Shark
# encountered: 1d12
% in Lair: 0%
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 2+1
Attacks: Bite
Damage: 2d6
Save: F3
Morale: 12
Hoard Class: None
XP: 35
Skeletal sharks are often created by necromancers to guard their towers, swimming ceaselessly around and around in a moat surrounding their keeps. Not only do they attack those who enter the water, they possess the ability to leap from the water and attack individuals who approach within 10' of the water's edge. Doing so renders them mostly immobile, but they obviously do not die, and they can wriggle back to the water at 5' per round in addition to attacking those who come within melee range.
Necromancers who use such guardians will often either create wards or amulets that allow the bearer to approach the water's edge without being attacked, or program their creations to not attach those who follow a specific approach and walk a certain path.
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 2+1
Attacks: Bite
Damage: 2d6
Save: F3
Morale: 12
Hoard Class: None
XP: 35
Skeletal sharks are often created by necromancers to guard their towers, swimming ceaselessly around and around in a moat surrounding their keeps. Not only do they attack those who enter the water, they possess the ability to leap from the water and attack individuals who approach within 10' of the water's edge. Doing so renders them mostly immobile, but they obviously do not die, and they can wriggle back to the water at 5' per round in addition to attacking those who come within melee range.
Necromancers who use such guardians will often either create wards or amulets that allow the bearer to approach the water's edge without being attacked, or program their creations to not attach those who follow a specific approach and walk a certain path.
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