Monday, January 3, 2011

General Rules: Monsters - Shark, Large

Large Shark (from the Monster Manual)
Large Animal (Aquatic)

Hit Dice: 7d8+7 (38 hit points)
Initiative: +6
Speed: Swim 60 feet
Armor Class: 15 (-1 size, +2 Dexterity, +4 natural); touch 11, flat-footed 13
BAB/Grapple: +5/+12
Attack: Bite +7 melee (1d8+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d8+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fortitude +8, Reflex +7, Will +3
Abilities: Str 17, Int 1, Wis 12, Dex 15, Con 13, Cha 2
Skills: Listen +8, Spot +7, Swim +11
Feats: Great Fortitude, Improved Initiative, Skill Augmentation (Listen and Spot)
Environment: Cold aquatic
Organization: Solitary, school (2 - 5), or pack (6 - 11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 8 - 9 Hit Dice (Large)

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Large sharks can reach around 15 feet in length, and are a serious threat.

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.

Large Sharks as Animal Companions
A Large shark may be trained using Handle Animal. A 4th-level druid, 6th-level outdoorsman, or 4th-level ranger may take a Large shark as an animal companion with an effective druid level of -3.

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