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Bloodthirsty Razortoothed SharkCreature 3

Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +9 (blood scent, scent (imprecise) 100ft)
Languages none
Skills Athletics +12, Stealth +10, Survival +7
Str +5, Dex +1, Con +4, Int -4, Wis +0, Cha -4

AC 19; Fort +10; Reflex +8; Will +7;
HP 45
Speed 0 feet (swim 40 feet)

Jaws One Action +12 (+7, +2) to hit 1d10+5 Piercing

Blood Scent

The shark can smell blood in the water from up to 1 mile away.

Scent (Imprecise) 100 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Breach Two Actions

The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 15 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 20 feet of the water's surface). After the Strike, the shark splashes back down into the water.

Savage One Action

Requirements The shark hit with a jaws Strike on its most recent action this turn.

Effect The creature the shark hit takes 1d10 slashing damage



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.