Fiendish Shark, Huge CR 6
Always NE Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., blindsight 30 ft., keen scent; Listen +8, Spot +7
Languages —
AC 15 (−2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
hp 10d8+20 (65 hp); DR 5/magic
Fort Ref Will
Speed swim 60 ft. (12 squares)
Space/Reach 15 ft./10 ft.
Base Atk +7; Grp +18
Melee bite ()
Attack Options Smite good
SQ darkvision 60 ft., Blindsight 30 ft., keen scent, resistance to cold 10 and fire 10, SR 15
Abilities Str 21, Dex 15, Con 15, Int 3, Wis 12, Cha 2
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will
Skills Listen +8, Spot +7, Swim +13
Advancement 11–17 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary, school (2–5), or pack (6–11)
Treasure None
Aquatic: May be summoned only into an aquatic or watery environment.
Summon Monster: Summon Monster V (aquatic only)
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +10 extra damage against an good foe.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Huge sharks can reach lengths of 25 feet and are often found in colder waters.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster V.