Keen Hearing and Smelling. The Druid has advantage on Wisdom (Perception) checks that rely on hearing or smelling. Water Breathing. The Druid can breathe only underwater.
Multiattack. The Druid makes 2 Gore attacks upon reaching 5th level in Druid, 3 Gore attacks at 11th, and 4 Gore attacks at 17th. Gore. Melee Weapon Attack: Your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d10 + Wisdom modifier as piercing damage and the Druid may make a grapple attempt using their bonus action if the creature is at least one size smaller than the Druid. Until this grapple ends, the target is restrained. Swallow. The Druid makes one Gore attack against a target he is grappling, which has to be at least one size smaller than the Druid. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Druid, and it takes 3d6 acid damage at the start of each of the Druid's turns. A Druid can have only one creature swallowed at a time. If the Druid takes 25 damage or more on a single turn from the swallowed creature, the megalodon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the megalodon. If the Druid changes his form, falls unconscious or dies, a swallowed creature is no longer restrained by it and can escape, exiting prone. Blood Frenzy. The Druid has advantage on melee attack rolls against any creature that doesn't have all its hit points.