Fangtooth SchoolCreature 3
Source Pathfinder Howl of the Wild
Perception +11 (low light vision, scent (imprecise) 120 feet, wavesense (precise) 15 feet)
Languages none
Skills Acrobatics +9, Athletics +5
Str -2, Dex +3, Con +2, Int -5, Wis +2, Cha -3
AC 18; Fort +11; Reflex +10; Will +9;
HP 40
Speed 0 feet (swim 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 2, Slashing 5
Sunless Sight
While in bright light, the fangtooth fish school is Blinded and Slowed 1.
Bite and Gnaw
Each enemy in the school's space takes 2d8 piercing damage (DC 19 reflex save)
The fearsome teeth of this fish are so massive that it's difficult for the creature to close its mouth. These fish must consider even much larger creatures as possible food, rising towards the surface during the darkness of night.
Traits
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.
AnimalAn 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.
AquaticAquatic 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.
SwarmA swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.