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Great White Shark

by Jamie Baty

CO, RC 203
Huge Animal (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armour Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d10 +6)
Full Attack: Bite +10 melee (2d10 +6)
Space/Reach: 15 ft. /10 ft.
Special Attacks: -
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +11, Ref +8, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills: Listen +9, Spot +9, Swim +14
Feats: Alertness, Great Fortitude, Improved Initiative, Swim-by Attack (B)
Environment: Any aquatic
Organisation: Solitary, Pair, or School (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Great whites are terrors of the deep. When at maturity, they can easily be 30ft long or larger. They are coloured grey with a white underside. They have notoriously bad tempers and will attack anything it considers prey nearby. Larger specimens will attack small ships, seemingly knowing a meal resides within the hull.

Combat
Great white sharks attack with a vicious, ripping bite. These sharks love to charge their foes, often making several passes against them.

Blindsense (Ex): A great white shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Blood Frenzy (Ex): Great white sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Great white sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.

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

Skills: A great white 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.