Monday, January 3, 2011

General Rules: Monsters - Shark, Medium

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

Hit Dice: 3d8+3 (16 hit points)
Initiative: +2
Speed: Swim 60 feet
Armor Class: 15 (+2 Dexterity, +3 natural); touch 12, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fortitude +4, Reflex +5, Will +2
Abilities: Str 13, Int 1, Wis 12, Dex 15, Con 13, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, school (2 - 5), or pack (6 - 11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 - 6 Hit Dice (Medium)

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Medium sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey.

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.

Medium Sharks as Animal Companions
A Medium shark may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a Medium shark as an animal companion.

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