b'Blood Sea Mutant Reef Shark \n'b'  Large   aberration  (titanspawn),  chaotic evil\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  13 (+1)  INT:  7 (-2)  WIS:  12 (+1)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  12 (natural armor)  Hit Points  32 (5d10 + 5)  Speed  0 ft., swim 40 ft.  Skills   Perception  +3  Senses   darkvision  30 ft., passive  Perception  13  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Pack Tactics . The shark has advantage on an attack roll against a creature if at least one of the shark\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Regeneration . The shark regains 10  hit points  at the start of its turn if it has at least 1 hit point. \n'b'  Water Breathing . The shark can breathe only underwater. \n'b'  Actions \n'b'   Multiattack . The shark makes a bite  attack  and a claws attack. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. \n'b'  Tactics \n'b' Mutant reef sharks have clawed limbs instead of pectoral fins and use them to grab and hang onto their prey as they bite into it. Minor damage does not seem to trouble them and they heal quickly unless they are slain outright.'