b'Sand Shark \n'b'  Large   monstrosity ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  123 (13d10 +52)  Speed  15 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  18 (+4)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +6,  Survival  +2  Condition Immunities   prone   Senses   darkvision  60 ft.,tremorsense 60 ft., passive  Perception  12  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Foreboding Fin . A creature within 30 feet of the sand shark that sees its fins cutting through the ground must make a DC 15  Wisdom  saving throw, becoming  paralyzed  and  frightened  for 1 minute on a failed save or  frightened  for the same duration on a successful one. A  paralyzed  or  frightened  creature can make a new saving throw at the end of each of its turns, overcoming one of the conditions on a success. \n'b'  Ground  Cover  . The sand shark is considered to have half  cover  if it is in contact with unworked earth. If only its dorsal fins can be seen, it is considered to have three-quarters  cover . \n'b'  Mancatcher . A sand shark can detect a  human  within 60 feet of it with pinpoint accuracy. \n'b'  Liquefy Sand . A sand shark can liquefy sand in its immediate vicinity while burrowing. The sand resolidifies following its passage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sand shark makes both bite and claw attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 20 (3d10 + 4) piercing damage. If the target is standing in quicksand, it must succeed at a DC 15  Strength  saving throw or be pulled 1d4 feet into the quicksand and become  grappled . A creature  grappled  in such a fashion can escape the quicksand by making a DC 15  Strength  saving throw as an action. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 22 (4d8 + 4) slashing damage. \n'b'  Quicksand (Recharge 5-6) . As an action, the sand shark creates a 5-foot-radius, 10-foot deep area of quicksand centered on a point it can see within 30 feet of it. A creature standing in the area must make a DC 15  Dexterity  saving throw or sink 1d4 + 1 feet into the sand and become  restrained . on a successful save, a creature moves to the closest space that isn\xe2\x80\x99t quicksand. At the start of each  restrained  creature\xe2\x80\x99s turns, it sinks another 1d4 feet into the sand. If the creature isn\xe2\x80\x99t completely submerged, it can use its action to escape the quicksand by making a DC 15  Strength  check. A creature that is completely submerged in sand starts to suffocate. A creature can pull another creature from the sand by using its action and making a DC 10  Strength  check. \n'b'\n'b' TACTICS \n'b'  Initial Round 1 -The sand shark moves within 30 feet of a group of PCs and allows only its dorsal fins to be seen, allowing it to use its passive Foreboding Fin feature. \n'b'  Subsequent Round(s) -The sand shark uses its Quicksand ability to cause the ground beneath as many characters as possible to liquefy. It then dives beneath the ground gaining total  cover . The sand shark then multiattacks a submerged PC, hoping to drag them completely into the quicksand. While it\xe2\x80\x99s doing this, it only gains half  cover  from its contact with the ground. \n'b'  Successful Attack -If it successfully pulled a PC into the earth on round 3, the sand shark multiattacks them. If not, and it hasn\xe2\x80\x99t taken more than 20 points of damage, it reattempts its subsequent round tactic. \n'b'  Retreat -If it takes more than 40 points of damage or fails to have a PC in hand by the end of round 4, it submerges itself completely and burrows away to look for easier prey. \n'b' ABOUT \n'b' Sand sharks are bizarre monsters that dwell in the desert and other arid, sandy locales. They have small, diamondshaped brown, tan, and black scales, long, sharklike snouts filled with needle-like teeth. Their legs are fin-like and tipped with sharp claws. They have dorsal spines running the length of their bodies, which can lay flat against their torsos or raise into knife-like blades that cut through the sand. \n'b' Sand sharks are most often encountered burrowing near the surface of the desert while allowing their dorsal spines to stand erect. It\xe2\x80\x99s been theorized that they aid the creature in navigation and may contain sensing organs. If a sand shark wishes to go undetected, it can do so easily by keeping its entire body submerged. \n'b' Sand sharks are ambush predators, always striking at a creature from hiding. If they fail to subdue prey within a few rounds, they submerge and retreat to seek out easier prey. Sand sharks rarely fight to the death. \n'b' Unlike most burrowing creatures, sand sharks don\xe2\x80\x99t dig tunnels, they liquefy the sand in their immediate area and use their long tails to propel themselves through it. The sand re-solidifies once a sand shark has moved through it. \n'b'\n'b' d6 \n'b' Sand Shark Treasure* \n'b'\n'b' 1 \n'b' 3d6 silver arrowheads worth 5 gp each \n'b'\n'b' 2 \n'b' 1d6 bloodstones worth 50 gp each \n'b'\n'b' 3 \n'b' God of the Hunt\xe2\x80\x99s ivory holy symbol worth 50 gp \n'b'\n'b' 4 \n'b'  Pipes of the sewers  \n'b'\n'b' 5 \n'b' Palladium necklace with gold quartz pendant worth 350 gp \n'b'\n'b' 6 \n'b' Hand-painted deck of cards worth 200 gp \n'b'\n'b' *Treasure looted from a sand shark are almost always found in its gullet. The silver arrowheads are instead found buried under its skin.'