Dire Shark | CR 9 |
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Always N Huge Animal (Aquatic) Init +2; Senses keen scent; Listen +12, Spot +11 Languages — |
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AC 17, touch 10, flat-footed 15 hp 147 (18 HD) Fort +14, Ref +13, Will +12 |
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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 |
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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) |
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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. |