[top]HUGE SHARK

Shark, Huge
Huge (Animal (Aquatic))
CR 4
HP 65, hd10d8+20
AC 15 (?2 size, +2 Dex, +5 natural),, touch 10, flat-fooded 13
Fort +11, Ref +9, Will +4
Speed Swim 60 ft. (12 squares)
Initiative +6
Spot , Listen
Standard attacks
BAB +7, Grapple +20
Attacks
Full attack: Bite +10 melee (2d6+7)
Special Attacks/Qualities
?
Blindsense, keen scent
Skills Listen +10, Spot +10, Swim +13
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will
Str 21
Con 15
Dex 15
Int 1
Wis 12
Cha 2
Alignment Always neutral,
Environment Cold aquatic,
Organisation Solitary, school (2?5), or pack (6?11)


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.

[top]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.
SEE WIKIPEDIA ENTRY: Shark

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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