{Generate a DND 5e Monster :b'Wolffish \n'b'  Large   beast ,  neutral evil  \n'b'  Armor Class  11 \n'b' Hit Points  22 (4d8 + 4) \n'b' Speed  0 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX:  12 (+1)  CON:  13 (+1)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  cold \n'b' Skills   Perception  +2,  Stealth  +3 \n'b' Senses   darkvision  60 ft., passive  Perception  12 \n'b' Languages  Aquan \n'b' Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Pack Tactics . The wolffish has advantage on an  attack  roll against a creature if at least one of the wolffish\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Siege Monster . The wolffish deals double damage to objects and structures. \n'b'  Slippery . The wolffish has advantage on ability checks and saving throws made to escape a grapple. \n'b'  Underwater Camouflage. The wolffish has advantage on  Dexterity  ( Stealth ) checks made while underwater.  \n'b'  Water Breathing . The wolffish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. If the target is a creature, the wolffish can choose to deal no damage with the  attack  to disarm the target. The target must succeed on a DC 12  Strength  saving throw or drop one item it is holding on the ground. \n'b'\n'b' ABOUT \n'b' This fish has an enormous head and pointed teeth. \n'b' Wolffish are fierce predators that can be summoned by zogs to  attack  their enemies. They don\xe2\x80\x99t normally congregate in swarms, but zog summonings bring them together in vicious bands of up to twelve. \n'b'  Vicious Jaws . Wolffish are accustomed to living at the bottom of the ocean floor, where they are resistant to freezing temperatures. Their teeth are particularly wicked, which gives them their name, and for good reason-a wolffish\xe2\x80\x99s grinding teeth can bite through most hard-shelled creatures.'}