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Brine Shark (BB)Creature 3

Source Pathfinder Beginner Box
Perception +8 (darkvision)
Languages none
Skills Athletics +10, Stealth +11, Survival +8
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0

AC 19; Fort +9; Reflex +11; Will +6;
HP 45
Speed 15 feet (swim 50 feet)
Immunities bleed, poison, sleep
Resistances Fire 5

Jaws One Action +11 (+6, +1) to hit 1d12+7 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Deep Plunge One Action

The brine shark dives straight down into the water, swimming up to 100 feet in a straight vertical line. It can use this ability while Grabbing a creature.

Grab One Action

When the brine shark succeeds at its jaws Strike, it can use this action immediately after to automatically give the target the Grabbed condition until the end of its next turn.

Water elementals roam the endless oceans of the Plane of Water. They can be brought to the world with summoning magic or through natural disasters like floods or hurricanes. Though water elementals can be very destructive, they aren't always malicious. Just as water can bring life to those in need, its waves can pound shores and its rains flood cities. Water elementals are similarly difficult to predict.

Brine sharks, fierce but among the weaker water elementals, take forms resembling sharks made entirely of water. When encountered, they're usually on their own or following the commands of a spellcaster who summoned them to this plane.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.