Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.
Chitinous Apendage: Melee Weapon Attack: +9 to hit, reach 120 ft., two creatures. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws.
Reel: Bonejaw pulls each creature grappled by it up to 60 ft. straight toward it.
Bone Shot: Ranged Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d6 + 6) piercing damage.
Bonejaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bonejaw regains spent legendary actions at the start of their turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.
Description
Bonejaw is 40 feet long and normally found in deep oceans. Utterly fearless, he preys on anything that crosses his path, including whales and ships.
His scales are coated in thick chitinous bone, creating an neigh impenetrable carapace.
He is the scourge of the Nautean seas. A natural-born calamity, made only to hunger and never to be satiated.
Lair and Lair Actions
- Water erupts from a point in the water Bonejaw can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (3d6) fire damage on a failed save, or half as much damage on a successful one.
- Bonejaw calls 1d6 sharks to his aid.
- Bonejaw summons many sharks to create small whirlpools in the water. The water becomes difficult terrain.
Comments