Shark, Hunter 2014
CR 2 beast
Large beast, chaotic evil
The shark has advantage on melee attack rolls against any creature that doesn't have all its HP.
The shark can pinpoint, by scent, the location of creatures that don't have all of their HP within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.
Whenever the shark takes lightning damage, it must succeed on a DC 12 CON save or be incapacitated until the end of its next turn.
The shark can breathe only underwater.
Actions
The shark makes two Bite attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.
Bonus Actions
The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn't provoke opportunity attacks.
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details