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Great White Shark (PFS 1-12)Creature 4


NLargeAnimalAquatic
Source Pathfinder Society Scenario #1-12: The Burden of Envy
Perception +11 (blood scent, scent (imprecise) 100 feet)
Languages none
Skills Athletics +14, Stealth +12, Survival +9
Str +6, Dex +2, Con +4, Int -4, Wis +1, Cha -4

AC 21; Fort +12; Reflex +10; Will +9;
HP 60
Speed 0 feet (swim 40 feet)

Jaws One Action +14 (+9, +4) to hit 1d12+8 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 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 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 1d12 slashing damage.

Strafing Chomp One Action

The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.


An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.


Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.


Traits

Common

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.