Fiendish Shark, Medium (3.5e Creature)

From D&D Wiki
Jump to navigation Jump to search
Fiendish Shark, Medium
Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural),, touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blindsense, keen scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Alertness, Weapon Finesse
Environment: Cold aquatic in an evil-aligned plane
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4–6 HD (Medium)
Level Adjustment:
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.

More information...

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[edit]

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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



Back to Main Page3.5e HomebrewCreaturesCR 1