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Bloodthirsty Razortoothed SharkCreature 3


UncommonLargeAnimalAquatic
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +9 (scent (imprecise) 100 feet, blood scent)
Languages none
Skills Athletics +12, Stealth +10, Survival +7
Str +5, Dex +1, Con +4, Int -4, Wis +0, Cha -4

AC 19; Fort +10; Reflex +8; Will +7;
HP 45
Speed 0 feet (swim 40 feet)

Jaws One Action +12 (+7, +2) to hit (unarmed) 1d10+5 Piercing

Blood Scent

The shark can smell blood in the water from up to 1 mile away.

Breach Two Actions

The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 15 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 20 feet of the water's surface). After the Strike, the shark splashes back down into the water.

Savage One Action

Requirements The shark hit with a jaws Strike on its most recent action this turn.


Effect The creature the shark hit takes 1d10 slashing damage



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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

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.