Huge aberration, Unaligned
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 126 (11d12 + 55) |
| Speed | 0 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 60 ft., passive Perception 14 |
| Languages | — |
| Challenge | 9 |
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 Attack Roll: +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.