Sand Sharks

Semi-Canonical

Sand Sharks were considered for inclusion in Fallout 2 but were ultimately cut. No information about what these creatures might have been like is available—the statblock and Knowledge here are purely speculative.

Sand Shark

Huge beast


Armour Class 17 (natural armour)
Hit Points 103 (9d12 + 45)
Speed burrow 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Strength +8, Constitution +8
Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses blindsight 30 ft., tremorsense 240 ft., passive Perception 16
Languages none
Challenge 13 (10,000 XP)


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

Sandlocked. The sand shark's burrow speed applies only when travelling through loose sand or gravel. When necessary it can travel through harder soil, but not rock, at a burrow speed of only 10 feet.

Actions

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sand shark can't bite another target.

Swallow. The sand shark makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the sand shark, and it takes 21 (6d6) acid damage at the start of each of the sand shark's turns. A sand shark can have only one creature swallowed at a time.

If the sand shark takes 30 damage or more on a single turn from the swallowed creature, the sand shark must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the sand shark. If the sand shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Legendary Actions

The sand shark can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Attack. The sand shark makes an attack.

Detect. The sand shark makes a Wisdom (Perception) check.

Kick up Dust (costs 2 actions). Each creature within 10 feet of the sand shark, including around a corner, must succeed on a DC 16 Constitution saving throw or be blinded until the end of the sand shark’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the sand shark’s next turn.

Recovery. The sand shark gains 31 (4d12 + 5) hit points. It may only use this legendary action once per combat round.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.