Sharkjaw Skeleton
Large Undead, Lawful Evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed walk +30
Challenge 1
Skills Stealth +2, Perception +1
Damage Vulnerabilities bludgeoning
Damage Resistances False
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., blindsight 30 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Special Abilities
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.
Source: Tome of Beasts 2023 · OGL/Open