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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH SHARK

 

Fiendish Shark, Medium

Fiendish Shark, Large

Fiendish Shark, Huge

 

Medium Magical Beast (Augmented Animal, extraplanar, aquatic)

Large Magical Beast (Augmented Animal, extraplanar, aquatic)

Huge Magical Beast (Augmented Animal, extraplanar, aquatic)

Hit Dice:

3d8+3 (16 hp)

7d8+7 (38 hp)

10d8+20 (65 hp)

Initiative:

+2

+6

+6

Speed:

Swim 60 ft. (12 squares)

Swim 60 ft. (12 squares)

Swim 60 ft. (12 squares)

Armor Class:

15 (+2 Dex, +3 natural), touch 12, flat-footed 13

15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13

Base Attack/Grapple:

+2/+3

+5/+12

+7/+20

Attack:

Bite +4 melee (1d6+1)

Bite +7 melee (1d8+4)

Bite +10 melee (2d6+7)

Full Attack:

Bite +4 melee (1d6+1)

Bite +7 melee (1d8+4)

Bite +10 melee (2d6+7)

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

smite evil

smite evil

smite evil

Special Qualities:

Blindsense, keen scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Blindsense, keen scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 12

Blindsense, keen scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 15

Saves:

Fort +4, Ref +5, Will +2

Fort +8, Ref +7, Will +3

Fort +11, Ref +9, Will +4

Abilities:

Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2

Str 17, Dex 15, Con 13, Int 3, Wis 12, Cha 2

Str 21, Dex 15, Con 15, Int 3, Wis 12, Cha 2

Skills:

Listen +6, Spot +6, Swim +9

Listen +8, Spot +7, Swim +11

Listen +10, Spot +10, Swim +13

Feats:

Alertness, Weapon Finesse

Alertness, Great Fortitude, Improved Initiative

Alertness, Great Fortitude, Improved Initiative, Iron Will

Environment:

Any Evil-aligned plane

Any Evil-aligned plane

Any Evil-aligned plane

Organization:

Solitary, school (2–5), or pack (6–11)

Solitary, school (2–5), or pack (6–11)

Solitary, school (2–5), or pack (6–11)

Challenge Rating:

1

3

6

Alignment:

Always evil (any)

Always evil (any)

Always evil (any)

Advancement:

4–6 HD (Medium)

8–9 HD (Large)

11–17 HD (Huge)

Level Adjustment:

+2

+2

+2

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 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.

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

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