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Fiendish Medium Shark (Summon Monster II)

Shark
NE Medium Magical Beast (Augmented Animal, Extraplanar)
Init +2; Senses Blindsense, Keen Scent, Darkvision 60'; Listen +6, Spot +6
Auras evil
Languages Fiendish or Abyssal

AC 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
hp 16 (3 HD)
SR 8
Resist cold 5, fire 5
Fort +4, Ref +5, Will +2
Speed Swim 60 ft
Melee Bite +4 (1d6+1)
Base Atk +2; Grp +3
Atk Options Smite Good (1/day)

Abilities Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Feats Alertness, Weapon Finesse
Skills Listen +6, Spot +6, Swim +9
Blindsense: A shark can locate creatures underwater in a 30-foot radius. This ability works only when a shark is underwater.
Keen Scent: 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 a 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.
Smite Good (1/day): make a normal melee attack to deal 3 points extra damage against a good foe.

CR 1

Encounter Treasure

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Race keywords: Fiendish, Fiendish, Shark, Shark, Shark, Fiendish
Class keywords: Summon Monster II
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster

 

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