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Reef Shark

Challenge1/2

Rules source: Monster Manual (2025) · CR: 1/2 · Type: Beast

Combat statistics

  • Armor Class: 12
  • Hit Points: 22 (4d8 + 4)
  • Speed: Walk 5 ft., Swim 30 ft.
  • Initiative: +2 (12)
  • Challenge: 1/2 (100 XP)
  • Skills: Perception +2
  • Senses: Blindsight 30 ft., Passive perception 12
  • Languages: None
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: None listed
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 14 (+2) +2
DEX 15 (+2) +2
CON 13 (+1) +1
INT 1 (-5) -5
WIS 10 (+0) +0
CHA 4 (-3) -3

Revised rules text

Traits

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 doesn’t have the Incapacitated condition.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft.

Hit: 7 (2d4 + 2) Piercing damage.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 371

Open the original rulebook — PDF page 371 — source PDF is not included in this player reference.

Printed book page: 368.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • Player's Handbook (2024) — original reference dataset
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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