Figured I would contribute as well. I think this might like to make snacks of the shark devils.

Also really liked the variant dretches.
Holy Devourer (Shark, Large + Kaiju + Half-Celestial)
Colossal Outsider (Aquatic, Good, Kaiju)
Hit Dice: 47d8+611 (822)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Swim 60 Ft
AC: 43 (-8 Size, +2 Dex, +39 Natural)
Attacks: Bite +58 Melee
Damage: Bite 4d8+21
Face/Reach: 40Ft. By 80ft/20ft
Special Attacks: Augmented Critical, Battle Frenzy, Swallow Whole
Special Qualities: Damage Reduction 25/+5, Darkvision 120’, Death Throes, Immunities, Keen Scent, Reflect Spells, SR: 27
Saves: Fort: +38, Ref: +29, Will: +18
Abilities: Str:53, Dex:15, Con:37, Int:4, Wis:18, Cha:26
Skills: Concentration: +37, Intimidate +31, Jump +45, Listen +28, Search +28, Spot +28,
Wilderness Lore +27
Feats: Alertness, Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (Bite), Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability, Track
Climate/Terrain: Any Aquatic
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always Neutral Good
Advancement: 8-10 HD (Large)
The Holy Devourer was created by the gods, to destroy coastal civilzations which the gods found lacking any worthwhile trait. The Holy Devourer has been a tool that has stopped many an evil civilzation from trying to destroy the works of the good. First entire ships dissapear, then entire islands, then entire kingdoms.
There is a tribe of sea elves that worship it as a god. Their clerics actually do gain access to spells from the domains of Destruction, Good, and Water. No one is quite sure why the Holy Devourer is able to give clerics power, but no one questions it either.
Currently the Holy Devourer sleeps and dreams, lying in wait for the next foe the gods deem to be destroyed.
It looks like a normal shark bigger than most dragons get. It is pure white, almost shimmering, and it has many slightly grey scars all over from various battles.
Combat
The Holy Devourer bites first, last, and always.
Augmented Critical (Ex): Using its bite attack, the Holy Devourer threatens a critical on a natural attack roll of 15-20, dealing triple damage on a successful critical hit.
Battle Frenzy (Ex): When the Holy Devourer is reduced to 25% of its maximum hit point total it gains a +4 bonus to Strength and can make an additional melee attack with its primary natural attack each round at a –5 penalty. These benefits cease if the kaiju is healed above 25% of its maximum hit point total or is reduced to 0 hit points or less.
Immunities (Ex): The Holy Devourer is immune to Disease, Mind-Influencing Effects, damage from Acid, Cold, and Electricity, and ignores the first 50 points of damage from Fire based sources. In addition it gain a +4 racial bonus to Fortitude saves against poison.
Keen Scent (Ex): The Holy Devourer can notice creatures by scent in a 180 ft. radius and detect blood in the water at ranges of up to a mile.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the Holy Devourer’s spell resistance are reflected back upon their casters.
Spell-Like Abilities: At Will- Light 3/day-Protection from evil Holy Aura, 1/day-Bless, Aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX, and Resurrection as a 47th level sorcerer.
Swallow Whole (Ex): The Holy Devourer can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+19+3d6 Acid damage. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to the kaiju’s digestive tract (AC 20). Once the creature exits, the muscular action closes the hole; another swallowed opponent must again cut its own way out.
Trample (Ex): As a standard action during its turn each round, the Holy Devourer can run over an opponent of Gargantuan size or smaller. The Holy Devourer merely has to move over the opponent. The trample deals 4d12. Trampled opponents may attempt attacks of opportunity at a –4 penalty. A Reflex save DC 54 may be made for half damage.