🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Brine SharkCreature 3


MediumAquaticElementalWater
Source Pathfinder Monster Core
Perception +8 (darkvision)
Languages none
Skills Athletics +10, Stealth +11, Survival +8
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0

AC 19; Fort +9; Reflex +11; Will +6;
HP 45
Speed 15 feet (swim 50 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Fire 5

Jaws One Action +11 (+6, +1) to hit (unarmed) 1d12+7 Piercing

Deep Plunge One Action

The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. They often slip into mortal oceans as well, competing with natural predators or even joining schools of flesh and blood sharks.


Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.