Huge beast, Unaligned
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 126 (11d12 + 55) |
| Speed | 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 +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 60 ft., passive Perception 13 |
| Languages | — |
| Challenge | 5 |
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The shark can breathe only underwater.
A character within 5 feet of the shark can use an action to try to dislodge the spear, doing so with a successful DC 13 Strength (Athletics) check. While the spear is lodged in the shark, the shark glows with silvery illumination, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the shark misses, it can use a bonus action to swim up to 25 feet. This movement doesn't provoke opportunity attacks.