Name | Huge Shark |
---|---|
Sorted Name | Shark, Huge |
Family | Shark |
Size and Type | Huge Animal (Aquatic) |
Hit Dice Count | 10 |
Hit Dice | 10d8+20 (65 hp) |
Random Hit Points | 10d8+20 - 20 |
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 |
Challenge Rating | 4 |
Organization | Solitary, school (2-5), or pack (6-11) |
Advancement | 11-17 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Huge shark; CR 4; Huge animal (aquatic); HD 10d8+20; hp 65; Init +6; Spd Swim 60 ft. (12 squares); AC 15 (-2 size, +2 dex, +5 natural), touch 10, flat-footed 13; Base Atk +7; Grp +20; Atk +10 melee (2d6+7, bite); Full Atk +10 melee (2d6+7, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Blindsense, keen scent; AL N; SV Fort +11, Ref +9, Will +4; Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2 Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Great Fortitude, Improved Initiative, Iron Will |
Shark
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. CombatSharks 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +10 melee (2d6+7), or Bite +10 melee (2d6+7)
feats: ALERTNESS, GREAT FORTITUDE, IMPROVED INITIATIVE, IRON WILL, ,