Fiendish Shark, Medium CR 1
Always NE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., blindsight 30 ft., keen scent; Listen +5, Spot +5
Languages —
AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
hp 3d8+3 (16 hp)
Fort Ref Will
Speed swim 60 ft. (12 squares)
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +3
Melee bite ()
Attack Options Smite good
SQ darkvision 60 ft., Blindsight 30 ft., keen scent, resistance to cold 5 and fire 5, SR 8
Abilities Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Weapon Finesse
Skills Listen +6, Spot +6, Swim +9
Advancement 4–6 HD (Medium)
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 II (aquatic only)
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
Blindsight (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A 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 shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check.
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.
These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.