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Matt — Pirate Sharks token & 5e stat block by Clay Cyanide

Matt

Pirate Sharks

barrel-chested were-shark gunner with a funnel-mouthed pistol

CR6
AC15
HP105
TypeMedium monstrosity (shapechanger)

Matt — The Encounter

barrel-chested were-shark gunner with a funnel-mouthed pistol · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Matt

Matt is the gun of the reef-corsairs, a slab-muscled were-shark who scavenged a deck-gun and cut it down to fit one fist. He loads it with broken iron, coral shrapnel, and the odd tooth, and fires it into the thickest knot of defenders before a boarding. The blast rarely kills outright, but a staggered, bleeding sailor is exactly what the rest of the warband craves. Matt favors the same target twice: a shot to open the wound, then his jaws to widen it. The crew posts him at the rail to soften prey before the sharks pour over, and his powder-smoke is the signal the slaughter has begun.

Run Matt in Sixty Seconds

Matt

Medium monstrosity (shapechanger), chaotic evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (bare hide, belt and bandolier) HP 105 (14d8+42) Speed 30 ft., swim 40 ft.
STR18+4
DEX14+2
CON16+3
INT10+0
WIS12+1
CHA11+0
SavesStr +7, Con +6
SkillsAthletics +7, Intimidation +3
Resistbludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Sensesblindsight 30 ft., darkvision 60 ft., passive Perception 11
LanguagesCommon, Aquan

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

Powder and Teeth. On a turn Matt hits a creature with his Hand-Cannon, his Bite against that same creature this turn scores a critical hit on a roll of 19 or 20.

Amphibious. Matt can breathe air and water.

Actions

Multiattack. Matt fires his Hand-Cannon once and makes one Bite attack.

Hand-Cannon. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 17 (4d6 + 3) piercing damage. The weapon then needs an action to reload.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage.

Bonus Actions & Reactions

Reload. As a bonus action, Matt can reload his Hand-Cannon if he has a free hand.

Matt raises his funnel-mouthed pistol, blasts a hole through a charging foe, then closes the distance to finish the stagger with his jaws.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC13HP40 (7d8+7) To-hit+4Save DC12

Open with the Hand-Cannon on a clustered or charging foe, then bite the same target to exploit Powder and Teeth. Reload as a bonus action and keep shooting from behind the front-line sharks. Softens prey for the pack.

Tier 2Levels 5-10 · NATIVE
AC15HP105 (14d8+42) To-hit+7Save DC14

Blast the squishiest target, then close and Bite for the boosted crit chance while Blood Frenzy is live. Hang at mid-range so the melee sharks screen him. He is the warband's opener, not its anchor.

Tier 3Levels 11-15 · GUIDELINE
AC17HP171 (18d8+90) To-hit+9Save DC16

Fight as the pack's gunner: shoot the most dangerous PC each round, then dart in for a Powder-and-Teeth bite on the wounded. Let the bruisers pin while he reloads and repositions. Never trades alone.

Put Matt on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Matt?

He is a CR 6 (2,300 XP) Tier 2 elite at his native numbers, with Tier 1 (~CR 2) and Tier 3 (~CR 11) stat lines for scaling.

How does Matt fight alongside the rest of the Pirate Sharks?

He is the ranged opener. Matt's hand-cannon staggers and bloodies a target before the melee sharks reach it, and his Powder and Teeth trait rewards following his own shot with a bite. He needs the warband up front to screen him while he reloads.

How often can Matt fire the Hand-Cannon?

Once per turn, then it needs reloading. His Reload bonus action lets him fire every round as long as he has a free hand.

Tell Us How It Ran

Played Matt at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.