|
Huge Animal (Aquatic) |
Hit Dice:
|
18d8+66 (147 hp) |
Initiative:
|
+2 |
Speed:
|
Swim 60 ft. (12 squares) |
Armor Class:
|
17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 |
Base Attack/Grapple:
|
+13/+27 |
Attack:
|
Bite +18 melee (2d8+9) |
Full Attack:
|
Bite +18 melee (2d8+9) |
Space/Reach:
|
15 ft./10 ft. |
Special Attacks:
|
Improved grab, swallow whole |
Special Qualities:
|
Keen scent
|
Saves:
|
Fort +14, Ref +13, Will +12 |
Abilities:
|
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10 |
Skills:
|
Listen +12, Spot +11, Swim +14 |
Feats:
|
Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) |
Environment:
|
Cold aquatic |
Organization:
|
Solitary or school (2-5) |
Challenge Rating:
|
9 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
19-32 (Huge); 33-54 (Gargantuan) |
Level Adjustment:
|
- |
Dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire
shark must hit with its bite attack. It can then attempt to start a
grapple as a
free action without provoking an
attack of opportunity. If it wins the
grapple check, it establishes a hold and can try to swallow the foe in the following round.
Swallow Whole (Ex): A dire
shark can try to swallow a grabbed opponent of up to one size smaller by making a successful
grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning
damage plus 1d8+4 points of acid
damage per round from the
shark's digestive juices. A swallowed creature can cut its way out using a
light slashing or piercing weapon by dealing 25 points of
damage to the
shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge dire
shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A dire
shark can notice creatures by
scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills: A dire
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.
Find topic in: Characters, Magic |
|
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