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<blockquote data-quote="dante58701" data-source="post: 3498665" data-attributes="member: 40336"><p>Shark</p><p>Medium Animal (Aquatic)</p><p>Juvenile Shark</p><p>Hit Dice: 3d8+9 (23 hp)</p><p>Initiative: +2 (+2 Dexterity)</p><p>Speed: Swim 60 ft. (6 squares)</p><p>Armor Class: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +2/+4</p><p>Attack: Bite +4 melee (2d4+2)</p><p>Full Attack: Bite +4 melee (2d4+2)</p><p>Space/Reach: 10 feet/5 feet</p><p>Special Attacks: Improved grab, thrash (3d4+3)</p><p>Special Qualities: Blindsense, keen scent, low-light vision</p><p>Saves: Fort +6, Ref +6, Will +2</p><p>Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 2</p><p>Skills: Hide +10, Listen +7, Spot +7, Survival +13, Swim 11</p><p>Feats: Alertness, Improved Natural Attack, Toughness</p><p>Environment: Cold aquatic</p><p>Organization: Solitary, school (2–5), or pack (6–11)</p><p>Challenge Rating: 2</p><p>Advancement: 4-7 HD (Large), 7-15 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.</p><p></p><p>Blindsense (Ex): A shark can locate animals underwater within a 30-foot radius. This ability works only when the shark is underwater.</p><p></p><p>Improved Grab (Ex): If the shark hits with its Bite attack, it may as a free action attempt a Grapple attack and hold onto the prey with its bite. This Grapple attempt does not provoke an Attack of Opportunity. Once it has successfully Grappled its prey, the shark can make a Thrash attack (see below).</p><p></p><p>Keen Scent (Ex): A shark can notice animals by scent in a 180-foot radius. They can detect blood in the water at ranges of up to a mile.</p><p></p><p>Thrash (Ex): During each round that the shark maintains its Grapple (see Improved Grab), it can cause 3d4+3 damage to its prey by shaking its head vigorously back and forth, causing more laceration damage. If the prey is one Size or more smaller than itself, the shark will be able to thrash the whole body of its prey back and forth, causing injury through dislocation of the prey’s neck or other joints. Eventually they tear apart the prey’s body.</p><p></p><p>Skills & Abilities: A shark has a +6 racial bonus on Hide checks. A shark has a +8 racial bonus on Survival checks. A shark gains a further +2 bonus on Survival checks from it's Alertness feat and it's Keen Scent special quality. It may only use it's survival skill in it's native habitats. A shark has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3498665, member: 40336"] Shark Medium Animal (Aquatic) Juvenile Shark Hit Dice: 3d8+9 (23 hp) Initiative: +2 (+2 Dexterity) Speed: Swim 60 ft. (6 squares) Armor Class: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (2d4+2) Full Attack: Bite +4 melee (2d4+2) Space/Reach: 10 feet/5 feet Special Attacks: Improved grab, thrash (3d4+3) Special Qualities: Blindsense, keen scent, low-light vision Saves: Fort +6, Ref +6, Will +2 Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 2 Skills: Hide +10, Listen +7, Spot +7, Survival +13, Swim 11 Feats: Alertness, Improved Natural Attack, Toughness Environment: Cold aquatic Organization: Solitary, school (2–5), or pack (6–11) Challenge Rating: 2 Advancement: 4-7 HD (Large), 7-15 HD (Huge) Level Adjustment: — 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. Combat Sharks circle and observe potential prey, then dart in and bite with their powerful jaws. Blindsense (Ex): A shark can locate animals underwater within a 30-foot radius. This ability works only when the shark is underwater. Improved Grab (Ex): If the shark hits with its Bite attack, it may as a free action attempt a Grapple attack and hold onto the prey with its bite. This Grapple attempt does not provoke an Attack of Opportunity. Once it has successfully Grappled its prey, the shark can make a Thrash attack (see below). Keen Scent (Ex): A shark can notice animals by scent in a 180-foot radius. They can detect blood in the water at ranges of up to a mile. Thrash (Ex): During each round that the shark maintains its Grapple (see Improved Grab), it can cause 3d4+3 damage to its prey by shaking its head vigorously back and forth, causing more laceration damage. If the prey is one Size or more smaller than itself, the shark will be able to thrash the whole body of its prey back and forth, causing injury through dislocation of the prey’s neck or other joints. Eventually they tear apart the prey’s body. Skills & Abilities: A shark has a +6 racial bonus on Hide checks. A shark has a +8 racial bonus on Survival checks. A shark gains a further +2 bonus on Survival checks from it's Alertness feat and it's Keen Scent special quality. It may only use it's survival skill in it's native habitats. A shark has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line. [/QUOTE]
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