Shark, Teleporter

Chris Van Deelen

No. Enc: 3d12, or 60d10
Alignment: Neutral
Movement: 180’ (60’) Swim
                     360’ (120’) Flight
AC: 5
HD: 6
Attacks: 1 Bite and special
Damage: 2d6 and special
Save: L6
Morale: 8
Hoard Class: N/A

Believed to be an offshoot of the Levitating Shark, this creature is often found mingled with those mutant monsters. What sets them apart from their flying brethren is the fact they can literally teleport or become insubstantial for a brief period of time, allowing these mutant monsters to seem to appear out of nowhere.

These creatures share the same characteristics of the Levitating shark, except they have gained three additional mutations. First, they can teleport. This is for only short distances, typically under 300 feet. They can use this mutation once every minute.

Secondly, they are able to become insubstantial, allowing them to pass through any sort of barrier. This does not last for long, only 1d3 rounds, and often their appearance is quite the surprise as they come crashing through a wall, window, roof, or even a door. They can use this only once every hour. While using this, the creature gains the ability to surprise on a 1-3 on a d6.

They can also use this bash attack against an opponent. This is still considered to be a melee attack, and the damage inflicted is based upon the size of the shark in question. Also anyone hit by a shark must make a saving throw versus stun or be knocked prone, giving the shark a +2 bonus to hit until the target has regained their footing. The saving throw is modified by the size of the shark in question. See the following chart.

Teleporting Shark Bash Damage Table

Shark Size

Bash Damage

Saving Throw Modifier
















Finally these creatures are able to detect the presence of any living organism up to 1000 feet away. It does not matter what barriers are between them and their prey, they will use their special abilities to teleport and become insubstantial in order to reach their next meal.

Some of these creatures are immune to the effects of both cold and thermal, taking no damage from either. No one knows for certain, but there have been incidences where these creatures have been ablaze, or have radiated extreme cold. If this is the case, anyone attacking a burning shark with melee weapons or natural weapons will suffer 2d6 points of thermal damage. The cold versions are worse, as they radiate cold up to 30 feet from their position, inflicting 2d6 points of cold damage as long as anyone is in the area of effect.

These beasts are able to swallow whole and are capable of forming a literal tornado, allowing them to move inland in order to get at prey. See Shark, Levitating for more information.

Mutations: Aura (damaging), control weather (special), flight, psionic, hive mind (special), immunity (thermal, cold), insubstantial, teleportation

Source: Sharknado 2: The Second One (2014)