To Oceania Monsters
|John Singleton Copley (17381815) Watson and the Shark|
|Fiendish Shark, Medium|
|Medium magical beast (Aquatic, Extraplanar)|
|Hit Dice||3d8+3 (16 hp)|
|Speed||Swim 60 ft. (12 squares)|
|Armor Class||15 (+2 Dexterity, +3 natural),, touch 12, flat-footed 13|
|Attack||Bite +4 melee (1d6+1)|
|Full Attack||Bite +4 melee (1d6+1)|
|Space/Reach||5 ft./5 ft.|
|Special Qualities||Blindsense, keen scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 8|
|Saves||Fort +4, Ref +5, Will +2|
|Abilities||Strength 13, Dexterity 15, Constitution 13, Intelligence 3, Wisdom 12, Charisma 2|
|Skills||Listen +6, Spot +6, Swim +9|
|Feats||Alertness, Weapon Finesse|
|Environment||Cold aquatic in an evil-aligned plane|
|Organization||Solitary, school (25), or pack (611)|
|Alignment||Always evil (any)|
|Advancement||46 HD (Medium)|
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.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
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.
To Oceania Monsters
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