The humanoid form approaches through the murky water, but as it nears, it becomes clear that this is no living thing. It is made entirely of sharks’ jaws, joined together and brought to life with grim magic.
Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.
Undead Automaton. Being mindless, sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton’s creator can give it new commands as long as the skeleton is within 60 feet and can see and hear its creator. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it will always fight back if attacked.
Large undead, lawful evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., swim 30 ft.
|16 (+3)||10 (+0)||15 (+2)||6 (-2)||8 (-1)||4 (-3)|
Skills Perception +1, Stealth +2
Damage Vulnerabilities bludgeoning
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., blindsense 30 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)
Multiattack. The sharkjaw skeleton makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.