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# 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 cant 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.