Shark

To Primordial Monsters To North American MonstersTo Oceania Monsters
To Medieval MonstersTo Modern Monsters  

natural rock

Shark

2008, Paizo Publishing, LLC Credit Kevin Yan Source Carolyn Mull. (January 4, 2008). Sneak Peek: Curse of the Crimson Throne, Paizo Blog. Print Source Nicolas Logue. (2008). Edge of Anarchy. Edge of Anarchy, p. 14. Paizo Publishing, LLC. ISBN 978-1-60125-088-9
This is a copyrighted image that has been released by Paizo Publishing, LLC as part of their Community Use Package.

The copyright for it is owned by Paizo Publishing, LLC and is used with permission under their Community Use Policy. Other uses of this image, may be copyright infringement.

For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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.

  Shark, Medium Shark, Large Shark, Huge

Medium animal (Aquatic) Large animal (Aquatic) Huge animal (Aquatic)
Hit Dice 3d8+3 (16 hp) 7d8+7 (38 hp) 10d8+20 (65 hp)
Initiative +2 +6 +6
Speed Swim 60 ft. (12 squares) Swim 60 ft. (12 squares) Swim 60 ft. (12 squares)
Armor Class 15 (+2 Dexterity, +3 natural), touch 12, flat-footed 13 15 (-1 size, +2 Dexterity, +4 natural), touch 11, flat-footed 13 15 (-2 size, +2 Dexterity, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple +2/+3 +5/+12 +7/+20
Attack Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7)
Full Attack Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7)
Space/Reach 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
Special Attacks - - -
Special Qualities Blindsense, keen scent Blindsense, keen scent Blindsense, keen scent
Saves Fort +4, Ref +5, Will +2 Fort +8, Ref +7, Will +3 Fort +11, Ref +9, Will +4
Abilities Strength 13, Dexterity 15, Constitution 13, Intelligence 1, Wisdom 12, Charisma 2 Strength 17, Dexterity 15, Constitution 13, Intelligence 1, Wisdom 12, Charisma 2 Strength 21, Dexterity 15, Constitution 15, Intelligence 1, Wisdom 12, Charisma 2
Skills Listen +6, Spot +6, Swim +9 Listen +8, Spot +7, Swim +11 Listen +10, Spot +10, Swim +13
Feats Alertness, Weapon Finesse Alertness, Great Fortitude, Improved Initiative Alertness, Great Fortitude, Improved Initiative, Iron Will
Environment Cold aquatic Cold aquatic Cold aquatic
Organization Solitary, school (2-5), or pack (6-11) Solitary, school (2-5), or pack (6-11) Solitary, school (2-5), or pack (6-11)
Challenge Rating 1 2 4
Advancement 4-6 HD (Medium) 8-9 HD (Large) 11-17 HD (Huge)
Level Adjustment - - -

Combat

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.

Species Traits

Aquatic Sharks can move in water without making Swim checks and cannot drown in water.

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 one mile.

Bonus Feat Sharks gain the bonus feat Weapon Finesse (bite).

natural rock

To Primordial Monsters To North American MonstersTo Oceania Monsters
To Medieval MonstersTo Modern Monsters  

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.