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.
How many reef sharks for a fight?
A reef shark is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many reef sharks fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the reef shark compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the reef shark has more hit points than 15 of them, which makes it a little frailer than most at its CR. See every CR 1/2 monster.
Statistic
Reef Shark
CR 1/2 average
Armor Class
12
12.4
Hit points
22
20
Best attack bonus
+4
+4
Reef Shark 2024 stat block
The 2024 Monster Manual revised the reef shark, and the SRD 5.2 carries the new stat block. What changed:
Speed: 0 ft., swim 40 ft. → 5 ft., swim 30 ft..
Ability scores: DEX 13 → 15.
Armor Class
12
Hit Points
22 (4d8 + 4)
Speed
5 ft., swim 30 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
13 (+1)
1 (-5)
10 (+0)
4 (-3)
Senses
blindsight 30 ft., passive Perception 12
Languages
None
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.