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 underwater.
Silver Spear. 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.
Bite. Melee Weapon Attack: +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.
The silver spear lodged in the shark's hide has been enchanted by the divine power of Sehanine the Moon Weaver.