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HUGE SHARK[edit | edit source]

Shark, Huge
Size/Type: Huge Animal (Aquatic)
Hit Dice: 10d8+20 (65 hp)
Initiative: +6
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (–2 size, +2 Dex, +5 natural),, touch 10, flat-footed 13
Base Attack/Grapple: +7/+20
Attack: Bite +10 melee (2d6+7)
Full Attack: Bite +10 melee (2d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Blindsense, keen scent
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold aquatic
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 11–17 HD (Huge)
Level Adjustment:

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.

COMBAT[edit | edit source]

Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SEE WIKIPEDIA ENTRY: Shark



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