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HelicoprionCreature 10


UncommonGargantuanAnimalAquatic
Source Pathfinder Howl of the Wild
Perception +21 (scent (imprecise) 100 feet, blood scent)
Languages none
Skills Athletics +24, Stealth +17, Survival +15
Str +8, Dex +3, Con +6, Int -4, Wis +3, Cha -1

AC 28; Fort +22; Reflex +19; Will +16;
HP 230
Speed 0 feet (swim 60 feet)

Jaws One Action +22 (+17, +12) to hit (reach 10, unarmed) 2d10+12 Slashing + 1d8 Bleed

Blood Scent

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

Deshell One Action (attack)

Requirements A creature is Grabbed or Restrained in the helicoprion's jaws


Effect The shark rips into the creature dealing 3d10 slashing damage (DC 26 reflex save).

Swallow Whole One Action (attack)

Huge, (2d10+10) bludgeoning, Rupture 22


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved 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.


Though not a true shark, the helicoprion belongs to a similar lineage of cartilaginous fishes. The predator's most striking feature is its tooth whorls, which spiral outward in its lower jaw.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.