Shark, Levitating

Chris Van Deelen

No. Enc: 3d12, or 60d10
Alignment: Neutral
Movement: 180’ (60’) Swim
                     360’ (120’) Fly
AC: 5
HD: 6
Attacks: 1 Bite and special
Damage: 2d6 and special
Save: L6
Morale: 8
Hoard Class: None


Legend along the coasts of the post-apocalyptic world say that these creatures were first encountered in the early 21st century, when a massive storm hit the coastline of California. It is said that the flooding allowed a massive school of sharks to make it inland and these creatures took hundreds of lives.

What makes this legend even more improbable is that it is said three massive water-spouts appeared during this storm and traveled inland, bringing hundreds of sharks in each spout.

Many of the wasteland scholars believe that this legend stems from a series of what the ancients called ‘B rate movies’ back before the final wars, others believe that it is nothing more than a few sailors imbuing far too much to drink or smoking the local hallucinogenic plant.

No matter the actual origin of these creatures, they do in fact exist and have proven to be quite deadly. The levitating shark appears to be a normal shark of any species, such as tiger shark, hammer head, great white and so forth. On their own they can be dangerous but those who ply the seas for their lively hood have learned to deal with the creatures. These creatures generally hunt the deep, but sometimes they will spot particularly tantalizing prey on board a ship or on land and that is when they will leap out of the water and literally fly at the target. Needless to say, seeing a large shark or a large school of sharks flying towards you when you thought you were safe on dry land is quite disconcerting.

Some can grow to truly gargantuan proportions and these are the ones that are really dangerous. These particular sharks can have up to 18 hit dice and their bite attacks will inflict 4d6+6 damage and if they bite on a natural 18-20, they will swallow a man-sized target or smaller. Each round the target will suffer 3d6 acid damage and any items carried (including armor and clothing) must make a saving throw versus poison (using the characters saving throw) or suffer 1d2 points of condition level damage. Optimally, if the Mutant Lord has access to Wisdom from the Wastelands Issue 1: Artifacts, manuals and Toolkits, the items must save versus acid. Those trapped inside the shark can attempt to cut their way through, and must do at least 30 points of damage against AC 5, using cutting or edge weapons in order to escape.

Once every decade or so, something very strange happens. Dozens upon dozens of pods of these sharks will converge together off the coastline, near large settlements. This in on itself is dangerous enough, considering that the sharks can levitate and come inland to hunt. But when such massive pods converge, the levitation ‘mutates’ into something far worse. These creatures appear to be able to control weather when they gather in such massive numbers and they will cause it to rain so heavily that in a matter of 2d6 hours land near the coast will begin to flood to the point that they can start to swim inland if they so desire.

But that is just the beginning. For every 100 sharks, they will create a water spout. This spout will have a movement rate of 1200’ (400’) and anything within 100 feet must make a saving throw versus death or be sucked into the spout and killed.

The only way to take out one of these waterspouts is to use weapons of mass destruction such as nukes or similar devices. The spouts will remain active for 4d6 hours and then the sharks will control the spout to return to the ocean, at which time the spout will shrink in size, releasing the sharks back into their natural environment.

Mutations: Control weather (special), flight, psionic, hive mind (special)

Source: Sharknado (2013)

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.