Goblin SharkCreature 5
Source Pathfinder Howl of the Wild
Perception +15 (scent (imprecise) 100 feet, blood scent, electrolocation 20 feet)
Languages none
Skills Athletics +13, Stealth +15, Survival +10
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
AC 21; Fort +16; Reflex +11; Will +10;
HP 85
Speed 0 feet (swim 20 feet)
Jaws
+13 (+8, +3) to hit (unarmed) 2d8+6 PiercingBlood Scent
The shark can smell blood in the water from up to 1 mile away.
CamouflageThe goblin shark's coloration blends in with the water. It doesn't need cover to attempt to [/act hide] with a Stealth check while underwater.
ElectrolocationA goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
Grasping JawsCreatures that successfully Escape from the goblin shark's jaws take 1d6 bleed as the shark's hold tears flesh away.
Lunging Bite
The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.
Grab
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.
Numerous species of sharks make their homes in the ocean's depths, rarely encountered by land-dwellers.
Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They make up for their slow swimming speed with stealthy ambushes, allowing prey to get within reach before lashing out with their extending jaws.
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.