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  1. When a shark-folk has not fed for at least one hour and smells fresh blood, it enters a killing frenzy, attacking the nearest foe. If an enemy is not within 30 feet, the shark-folk attacks the nearest creature.

  2. Sekolah favored certain Sharkins who had done special deeds that pleased him, such as killing a great and powerful enemy or someone who went against Sekolah's will. They also could gain his favor by spreading his will, or protecting his monuments or places of worship.

  3. When they hunt or raid creatures of the surface, they usually attack at night. Each sharkfolk has its own technique : some approach their prey discreetly, swooping down on it by surprise. Some use brute force to immobilize their enemy in order to tear them apart with their jaws.

  4. Shell Shark These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed

  5. Triton or Lizardfolk are race/heritage options that easily could be reskinned to anthropomorphic shark. Both are in Volo's Guide to Monsters. Sahuagin are a good vibe fit, but they are a monster, not a PC race/heritage.

  6. 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 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.

  7. Well-known species such as the tiger shark, blue shark, great white shark, mako shark, thresher shark, and hammerhead shark are apex predators—organisms at the top of their underwater food chain. Many shark populations are threatened by human activities.

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