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Sharkjaw Skeleton 2014

CR 1 undead

Large undead, Lawful Evil


Armor Class
13 (natural armor)
Hit Points
45 (6d10 + 12)
Speed
30 ft.

STR16 (+3)
DEX10 (+0)
CON15 (+2)
INT6 (-2)
WIS8 (-1)
CHA4 (-3)

Saving Throws
Skills
Perception +1, Stealth +2
Vulnerabilities
bludgeoning
Damage Immunities
cold, poison
Condition Immunities
exhaustion, poisoned
Senses
blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages
understands the languages of its creator but can't speak
Challenge
1 (200 XP) · Proficiency Bonus +2

Undead Nature.

The sharkjaw skeleton doesn’t require air, food, drink, or sleep.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The skeleton can grapple up to two targets at a time.

Devouring Embrace.

The sharkjaw skeleton devours a Medium or smaller creature grappled by it. The grapple ends, the devoured target is restrained in the skeleton's many jaws, and the target takes 7 (2d6) piercing damage at the start of each of the skeleton's turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton's many jaws by succeeding on a DC 13 Strength check.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details