Great White SharkCreature 4
Source Pathfinder Monster Core
Perception +11 (scent (imprecise) 100 feet, blood scent)
Languages none
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4
AC 21; Fort +12; Reflex +10; Will +9;
HP 60
Speed 0 feet (swim 40 feet)
Jaws
+14 (+9, +4) to hit (unarmed) 1d12+8 PiercingBlood Scent
The shark can smell blood in the water from up to 1 mile away.
Breach
The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.
Savage
Requirements The shark hit with a jaws Strike on its most recent action this turn.
Effect The creature the shark hit takes 1d12 slashing damage.
Strafing Chomp
The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.
An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.
Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.
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.