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Baby Brine SharkCreature 1


UncommonSmallAquaticElementalWater
Source Pathfinder Society Scenario #5-01: Intro: Year of Unfettered Exploration
Perception +6 (darkvision)
Languages none
Skills Athletics +7, Stealth +9, Survival +6
Str +2, Dex +2, Con +2, Int -4, Wis +1, Cha +0

AC 16; Fort +7; Reflex +9; Will +4;
HP 20
Speed 10 feet (swim 30 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 3

Jaws One Action +7 (+3, -1) to hit (agile, unarmed) 1d6+2 Piercing

Disorienting Dance One Action (mental, visual)

The baby brine shark spins quickly in place, disorienting observers. All creatures within 15 feet must attempt at DC 17 will save, with the following effects. The baby brine shark can't use disorienting dance again for 1d4 rounds.


Success The creature is unaffected.

Failure The creature is Off-Guard for 1 round.

Critical Failure The creature is Slowed 1 for 1 round.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.