Armor Class
12
Sharkbody Abomination
Large Aberration · Unaligned
Hit Points
45 (6d10 + 12)
Speed
Swim 40 ft., Walk 20 ft.
CR
2
Traits
Blood Frenzy
The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing
The abomination can breathe only underwater.
Limited Amphibiousness
The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Actions
Bite
Melee Weapon Attack +6 to hit, reach 5 ft., one target. 13 () Piercing damage.