# Sharkjaw Skeleton *Large* *Undead* *Lawful Evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 45 (6d10 + 12) - **Speed:** walk 30 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Tome of Beasts 2023, page 329 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 10 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 4 (-3) | - **Skills:** Perception +1, Stealth +2 - **Damage Vulnerabilities:** bludgeoning - **Damage Immunities:** cold, poison - **Damage Resistances:** False - **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.