13 (natural armor)
87 (7d12 + 42)
0 ft., swim 50 ft.
poison
poisoned
blindsight 60 ft.
-
4
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
While in sunlight, the shark has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
If damage reduces the shark to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shark drops to 1 hit point instead.
The shark can breathe only underwater.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.