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Bristled Reef SharkCreature 1


MediumAnimalAquatic
Source Pathfinder #216: The Acropolis Pyre
Perception +7 (scent (imprecise) 100 feet, blood scent)
Languages none
Skills Acrobatics +7, Athletics +5, Performance +6
Str +1, Dex +4, Con +2, Int -4, Wis +1, Cha +2

AC 16; Fort +7; Reflex +10; Will +4;
HP 21
Speed 0 feet (swim 35 feet)

Jaws One Action +5 (+0, -5) to hit 1d8+1 Piercing

Blood Scent

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

Bristle Reaction

Trigger The bristled reef shark becomes Grabbed, Restrained, or otherwise Immobilized in a creature's grasp


Effect The shark flares its bristles, dealing 1d6 piercing damage to the triggering creature (DC 17 reflex). If the creature critically fails, the shark can also try to Escape as part of this reaction.

Compression

When a bristled reef shark successfully Squeezes, it moves though the tight space at half speed (or full speed on a critical success).

Reef Rake One Action

Requirements The shark's last action was a successful jaws Strike, and the target is adjacent to a solid surface like a wall or reef


Effect The shark attempts an Athletics check to Reposition the target into the adjacent surface. If successful, the target is thrown into the surface and takes 2d6 bludgeoning damage. If the surface is jagged (such as a reef), target instead takes 2d6[slashing],1 bleed damage. This neither applies nor counts toward the shark's multiple attack penalty.


Small enough to slip through labyrinthine corals yet large enough to overpower potential prey, bristled reef sharks prowl coastal reefs at night. By day, they're gregarious creatures that congregate in large groups and communicate with each other by performing dance-like maneuvers. On occasion, the sharks team up to drive away predators or mob large prey; more often, they dart for cover amid the corals. Those that aren't fast enough to avoid being swallowed by orcas and larger sharks flare their dorsal spines, forcing most predators to cough up the bristled shark who quickly flees to safety.


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.

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.