Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only in the Astral Sea
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Target must make a DC 15 strength save or become grappled
tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 4) piercing damage and 1d8 lightning.
Teleport (Recharge 4–6). The shark magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the shark can make one bite attack.
Shock. Melee Weapon Attack: A grappled target must make a Constitution save DC 15 or take 2d8 lightning damage or half damage on a success. Additionally, on a failure the target is stunned. The target can repeat this save at the end of their turn.
Description
A fully grown Blink shark is 15 to 20 feet long. They hunt in swarms feeding on any bloody creature. Even one of their own bloody brethren. Therefore killing one of the sharks often attracts many more. They usually attempt to bite and teleport away with creatures attempting to swim the creature to wear the swarm can easily consume it.
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