15 (natural armor)
57 (6d10 + 24)
0 ft., swim 50 ft.
Perception +34, Stealth +4
blindsight 60 ft.
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2
The darkshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
While in sunlight, the darkshark has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The darkshark can breathe only underwater.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. The darkshark can also choose to grapple a target on a hit (escape DC 14). It can only grapple one target at a time.
The dark shark attempts to drown a grappled target. The target must make a successful DC 14 Strength check or be pulled down further underwater. The target gains one level of exhaustion each turn that they are grappled underwater. The target can repeat the saving throw at the end of each of their turns.