Fiendish Shark, Large CR 3
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., blindsight 30 ft., keen scent; Listen +6, Spot +6
Languages —
AC 15 (−1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 7d8+7 (38 hp); DR 5/magic
Fort Ref Will
Speed swim 60 ft. (12 squares)
Space/Reach 10 ft./5 ft.
Base Atk +5; Grp +12
Melee bite ()
Attack Options Smite good
SQ darkvision 60 ft., Blindsight 30 ft., keen scent, resistance to cold 5 and fire 5, SR 12
Abilities Str 17, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Great Fortitude, Improved Initiative
Skills Listen +6, Spot +6, Swim +11
Advancement 8–9 HD (Large)
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 IV (aquatic only)
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +7 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.
Large sharks are from 8 to 15 feet long and are not simply larger versions of smaller sharks.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.