b'Shark-folk \n'b'  Large   monstrosity  (titanspawn),  lawful evil\n'b' STATS STR: 21 (+5) DEX:  11 (+0)  CON:  20 (+5)  INT:  7 (-2)  WIS:  8 (-1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  16 (natural armor)  Hit Points  73 (7d10 + 35)  Speed  30 ft., swim 30 ft.  Saving Throws   Constitution  +7,  Wisdom  +1  Skills   Perception  +1,  Survival  +1  Senses   darkvision  120 ft., passive  Perception  11  Languages  Primordial, Titan Speech.  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Blood Frenzy . The shark-folk has advantage on  melee attack  rolls against any creature that doesn\xe2\x80\x99t have all its  hit points . \n'b'  Limited Amphibiousness . Shark-folk can breathe both air and water, however if they spend more than 1 hour without being immersed in water, they must make a DC 12  Constitution  saving throw or become  poisoned  until they immerse themselves fully in water. This saving throw must be repeated each hour until the shark folk is immersed or becomes  poisoned  in this way. Each hour the DC of the saving throw increases by 1. \n'b'  Keen Smell . The shark-folk has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Underwater Blindsight . While fully immersed in water, the shark-folk has  blindsight  out to a radius of 30 feet. \n'b'  Actions \n'b'   Multiattack . The shark-folk makes two harpoon attacks and one bite attack. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d8 + 5) piercing damage. If the target is a medium or smaller creature, the target is  grappled  (escape DC 15). While  grappled  in this fashion, the target is also  restrained . \n'b'  Harpoon .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 12 (2d6 + 5) piercing damage. If the target is a Huge or smaller creature, it must succeed on a  Strength  contest against the shark-folk or be pulled up to 20 feet toward the shark-folk. \n'b'  Tactics \n'b' In combat, shark-folk gang up on wounded foes, biting and ripping at any available flesh until their opponents are dead. Groups of shark-folk often travel in the company of blood krakens which remain submerged nearby while the shark-folk wade ashore or assault a targeted vessel. Shark-folk do not retreat. Once they begin the attack, they fight to the death. \n'b' Description \n'b' Shark-folk are amphibious monstrosities often used as shock troops, attacking ships and raiding coastal settlements. They\xc2\xa0are not terribly intelligent but are generally capable of following the instructions of the blood krakens who command them in battle. These instructions are often little more than \xe2\x80\x9csmash,\xe2\x80\x9d \xe2\x80\x9cdestroy,\xe2\x80\x9d or \xe2\x80\x9ckill,\xe2\x80\x9d which suits the shark-folk just fine. \n'b'  Amphibious Raiders . Shark-folk serve on sea and land, though their effectiveness is greatly diminished on the shore. Usually, shark-folk activity on land is confined to coastal areas where the raiders can periodically run back to the water to rehydrate. A shark-folk who wanders too far inland risks dehydration. \n'b'  Mutated Monstrosities . Muscular humanoid arms and legs extend from their sharklike bodies, which makes them all the more terrifying to witness in combat. However, when beneath the waves and outside of combat, shark-folk can swim with their arms at their sides and their legs straight back. This conceals their mutated form from casual observation, causing most who see them at a distance to mistake them for regular sharks. By the time an onlooker discerns the true nature of incoming shark-folk it is often too late to escape.'