Pale Shark (3.5e Monster)
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|Hit Dice:||8d12+8 (60 hp)|
|Speed:||40 ft. (8 squares), Swim 40 ft.|
|Armor Class:||21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19|
|Attack:||Bite +7 melee (1d8+6 plus wounding and toxin)|
|Full Attack:||Bite +7 melee (1d8+6 plus wounding and toxin)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Toxic Bite, Wounding Bite|
|Special Qualities:||Darkvision 60', Undead Traits, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent|
|Saves:||Fort +5, Ref +4, Will +8|
|Abilities:||Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12|
|Skills:||Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12|
|Feats:||Alertness, Great Fortitude, Improved Initiative, TrackB|
|Environment:||Any Aquatic and any coastal lands|
|Organization:||Solitary or Frenzy (6-10)|
|Alignment:||Usually Chaotic Evil|
|Advancement:||9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)|
"The walking Dead aren't always former people Bobbie..."
Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track prey by land or sea. At least that's what everyone believes. And it may even be true. Rumors claim they were originally large sharks magically engineered to survive on land as well as the ocean for use as minions of some sort. And when a rift to the Far Realms opened near their creators castle, he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down. None of the mercs came back. But the sharks did, mutated worse than ever. They quickly dried out and died on returning to this plane.
And if they had stayed dead that would've been the end of it. After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator. More seem to be found every year, and it's wondered if they are an undead species capable of reproducing ...
Pale Sharks are ambush predators who try sneaking up behind victims they spot, before pouncing and biting away, often trying to eat prey before it has died. They are somewhat fearless and will fight to their destruction if necessary. They are sometimes accompanied by small bands of zombies as well, but for unknown reasons they only tolerate zombies they themselves have created.
Toxic Bite(Su): The Pale Sharks Bite is incredibly toxic, riddled with diseases and poisons. Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution. If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie (presuming they haven't been eaten). These Zombies do not attack Pale Sharks and vice versa.
Wounding Bite(Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.
Dark Vitality(Ex): The Pale Shark gains it's Charisma Modifier as Bonus hit points, and as a modifier to Fortitude Saves.
Blood Healing(Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood (usually by eating the corpse of victims).
Sense Living(Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.
Blind: Pale Sharks are Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Blood Scent(Ex): Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.
Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check. They also have a +4 Racial Bonus to Climb Checks.
Notes> This was designed by request for someone who wanted a critter to match this pic: http://www.moddb.com/games/interstellar-marines/images/shark-creature