Dire SharkCR 9

Always N Huge Animal (Aquatic)

Init +2; Senses keen scent; Listen +12, Spot +11

Languages

AC 17, touch 10, flat-footed 15
(−2 size, +2 Dex, +7 natural)

hp 147 (18 HD)

Fort +14, Ref +13, Will +12

Speed swim 60 ft.

Melee Bite +18 (2d8+9)

Space 15 ft.; Reach 10 ft.

Base Atk +13; Grp +27

Atk Options improved grab

Special Actions swallow whole

Abilities Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10

Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

Skills Listen +12, Spot +11, Swim +14

Advancement 19-32 (Huge); 33-54 (Gargantuan)

Improved Grab (Ex) To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Keen Scent (Ex) A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Swallow Whole (Ex) A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.