Skip to main content

Reef Shark

Medium Beast, unaligned

CR 1/2

100 XP

AC: 12 (natural armor)
HP: 22 (4d8+1)
Speed: , swim 40 ft.
Skills: Perception +2
Senses: blindsight 30 ft., passive Perception 12
Languages:
STR
14
+2
DEX
13
+1
CON
13
+1
INT
1
-5
WIS
10
+0
CHA
4
-3

Special Abilities

Pack Tactics

The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Water Breathing

The shark can breathe only underwater.

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Quick Reference

Challenge: CR 1/2
Type: Beast
Size: Medium
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Reef sharks are aggressive predators that attack on sight, using their pack hunting instincts to overwhelm prey. Position them in shallow coastal waters or coral reefs where they have mobility advantage. They will continue attacking until their prey is dead or they take significant damage. Use environmental features like rocks and coral to create tactical cover while allowing sharks to circle and dart in.

Combat Tactics

Reef sharks use hit-and-run tactics, dashing in to bite and withdrawing before counterattacks. They focus fire on the weakest-looking target or whoever deals the most damage. If outnumbered, they may flee to deeper water rather than fight to the death.

Environment & Setting

Shallow tropical or subtropical reefs, coastal lagoons, and rocky shallow waters. Ideal depths of 5-20 feet allow sharks to use three-dimensional movement advantage.