Giant Shark Zombie

Huge undead, chaotic evil

Armor Class

13 (natural armor)

Hit Points

87 (7d12 + 42)

Speed

0 ft., swim 50 ft.

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 60 ft.

Languages

-

Challenge

4

Blood Frenzy

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

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 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity

While in sunlight, the shark has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Fortitude

If damage reduces the shark to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shark drops to 1 hit point instead.

Water Breathing

The shark can breathe only underwater.

Actions

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.