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Monster

Sharkbody Abomination

Large Aberration · Unaligned

Explorer's Guide to Wildemount Page 215
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed Swim 40 ft., Walk 20 ft.
CR 2
STR 18 +4
DEX 13 +1
CON 15 +2
INT 1 -5
WIS 10 +0
CHA 4 -3

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.
Confirmation

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