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Giant Shark 5e: Stats, Blood Frenzy and Underwater Fights
A giant shark is a CR 5 Huge beast with AC 13, 126 hit points, a 50-foot swim speed, 60-foot blindsight and a +9 bite for 22 (3d10 + 6) piercing damage. Blood Frenzy gives it Advantage on melee attacks against any creature that has lost even 1 hit point. The 2024 rules (SRD 5.2.1) rebuild it as a glass cannon at the same CR: 92 hit points instead of 126, but two bites per turn, which roughly doubles its damage. Neither version can leave the water.
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Giant Shark Stat Block (2014)
Giant Shark
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12+55)
Speed swim 50 ft.
STR
23 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
1 (β5)
WIS
10 (+0)
CHA
5 (β3)
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages β
Challenge 5 (XP 1,800; PB +3)
Traits
Blood Frenzy.The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing.The shark can breathe only underwater.
Actions
Bite.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The giant shark is the top of the SRD shark line. The hunter shark is Large, CR 2, with 45 hit points and a +6 bite for 13. The reef shark is smaller still. The giant shark nearly triples the hunter's hit points and bites for 22. Its Strength is 23. Its Intelligence is 1, so it doesn't plan: it goes for whatever is bleeding.
The Giant Shark in the 2024 Rules
Giant Shark
Huge Beast, Unaligned
Armor Class 13
Initiative +3 (13)
Hit Points 92 (8d12 + 40)
Speed 5 ft., swim 60 ft.
STR
23 (+6)save +6
DEX
11 (+0)save +0
CON
21 (+5)save +5
INT
1 (β5)save β5
WIS
10 (+0)save +0
CHA
5 (β3)save β3
Skills Perception +3
Senses Blindsight 60 ft.; Passive Perception 13
Languages None
Challenge 5 (XP 1,800; PB +3)
Traits
Water Breathing.The shark can breathe only underwater.
Actions
Multiattack.The shark makes two Bite attacks.
Bite.Melee Attack Roll: +9 (with Advantage if the target doesnβt have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Giant Shark
2024 Giant Shark
CR (XP)
5 (1,800)
5 (1,800)
AC / HP
13 / 126 (11d12 + 55)
13 / 92 (8d12 + 40)
Speed
Swim 50 ft.
5 ft., swim 60 ft.
Attacks per turn
One bite
Multiattack: two bites
Bite
+9, 22 (3d10 + 6) piercing
+9, 22 (3d10 + 6) piercing
Advantage on hurt targets
Blood Frenzy trait (melee attacks)
Built into the bite
The 2024 shark loses 34 hit points and gains a second bite. Blood Frenzy is no longer a trait; the Advantage is printed into the bite itself. The trigger is the same: the target doesn't have all its hit points.
How Giant Sharks Fight
The damage math. A +9 bite against AC 16 hits on a 7 or better, 70% of the time. With Advantage the chance becomes 1 β 0.3 Γ 0.3 = 91%. Ignoring critical hits:
Target
2014 (one bite)
2024 (two bites)
Uninjured, AC 16
about 15 per round
about 34 per round (the first hit turns on Advantage for the second)
Already hurt, AC 16
about 20 per round
about 40 per round
For the 2024 shark against an uninjured target, the first bite hits 70% of the time. If it lands, the target is hurt and the second bite has Advantage (91%); if it misses, the second bite is a flat 70%. Expected damage: 0.7 Γ 22 + (0.7 Γ 0.91 + 0.3 Γ 0.7) Γ 22 β 15.4 + 18.6 = 34.
Forty damage is more than a typical level 5 wizard or rogue has, so a 2024 giant shark can drop one in a single turn. A 2014 shark needs two or three.
Pick the wounded swimmer. Blood Frenzy applies to any creature missing hit points, and that's everyone after round one. In practice the shark chases the target it can reach. With blindsight 60 feet it finds swimmers in murky or dark water where they can't see it.
Stay in deep water. The shark breathes only underwater. The 2024 version has a 5-foot walk speed, which is a flop on a beach, not movement. Fight it on a boat, a pier, a reef or a flooded hold, and it can only reach what is in the water or within 5 feet of the waterline.
Underwater combat rules punish the party. In both editions, a creature without a swim speed has Disadvantage on melee weapon attacks unless the weapon is a dagger, javelin, shortsword, spear or trident (2014) or deals piercing damage (2024). Ranged weapon attacks automatically miss beyond normal range and have Disadvantage within it. The 2014 rules exempt crossbows, nets and thrown weapons like javelins from that Disadvantage; the 2024 rules don't. Anything fully underwater has resistance to fire damage, so the party's Fireball does half.
Running a Giant Shark Encounter
Encounter
2024 rules
2014 guidelines (with multiplier)
1 giant shark vs four level 4 characters (1,800 XP)
High
Hard
1 giant shark vs four level 5 characters
Low
Easy
2 giant sharks vs four level 7 characters (3,600 XP)
Moderate
Hard
2 giant sharks vs four level 8 characters
Low
Medium
The budget labels assume a fair fight. A fight in open water is not one. If the party is swimming, treat a single 2024 giant shark as a High fight for level 5 characters regardless of the label. Our encounter calculator handles the 2014 math. A shark against a party on a ship's deck, where it can only reach someone who falls in, is a different and much easier fight.
How Players Beat Giant Sharks
β’Stay out of the water. The simplest counter. From a boat, characters attack with no underwater penalties and the shark can reach only the edge.
β’Use its weak saves. Intelligence 1 (β5), Charisma 5 (β3), Wisdom and Dexterity +0. It's a beast, so Dominate Beast works and turns it on its own kind, and Hold Person doesn't.
β’Don't get hurt first. Blood Frenzy keys off losing even 1 hit point. Both SRDs say temporary hit points aren't actual hit points, so the natural reading is that damage absorbed entirely by temporary hit points leaves a character with all its hit points and the shark gets no Advantage. Neither SRD addresses Blood Frenzy directly, so confirm the ruling with your DM, then hand out temporary hit points before anyone gets in the water.
β’Lightning, not fire.Lightning Bolt does full damage underwater. Fireball does half, because of the fire resistance rule.
β’Bring piercing weapons. Spears and tridents work in both editions; in 2024 any piercing weapon avoids the melee penalty.
Giant Shark Encounter Ideas
The pearl beds. Divers on a fishing island bring up pearls from 40 feet down. Two have been taken in a week. The party goes down with them and finds the giant shark circling a sunken shrine whose door has been forced open from inside.
The ship's wake. A prison hulk has been dumping its dead overboard on the same route for years. A giant shark follows every ship on that route now. The party's ship is next, and a mutiny below decks means someone is about to go over the side.
The flooded arena. A city lord stages naval battles in a flooded amphitheater. For the finale, he releases a giant shark into the water while two crews fight on rafts. The party is one of the crews.
Frequently Asked Questions
What CR is a giant shark in 5e?
CR 5, worth 1,800 XP, in both the 2014 and 2024 rules.
How does Blood Frenzy work?
The 2014 giant shark has Advantage on melee attack rolls against any creature that doesn't have all its hit points. The 2024 version has the same effect written into its bite: Advantage if the target doesn't have all its hit points.
How many hit points does a giant shark have?
126 (11d12 + 55) in the 2014 rules and 92 (8d12 + 40) in the 2024 rules.
What changed for the giant shark in 2024?
It lost 34 hit points, gained Multiattack with two bites, got a 60-foot swim speed (up from 50) and a 5-foot walk speed. Blood Frenzy became part of the bite. AC, CR, bite damage and blindsight are the same.
Can a giant shark leave the water?
Not usefully. It breathes only underwater. The 2014 version has no walk speed; the 2024 version has 5 feet.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.