13 (natural armor)
126 (11d12 + 55)
walk 0 ft., swim 50 ft.
Perception +4
blindsight 60 ft.
—
9
+4
Any creature that starts its turn within 15 feet of the shark must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.
The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit, this trait doesn't function at the start of its next turn. The shark dies only if it starts its turn with 0 hit points and doesn't regenerate.
The shark can breathe only underwater.
Melee Weapon Attack: +10 to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Charisma saving throw or gain 1 level of exhaustion.