Sharkjaw Skeleton

Large Undead, Lawful Evil

Armor Class 13 (natural armor)

Hit Points 45 (6d10 + 12)

Speed walk +30

Challenge 1

STR
16
+3
DEX
10
+0
CON
15
+2
INT
6
-2
WIS
8
-1
CHA
4
-3

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