Actions/Abilities/Traits: (OSR)
Action
1 bite
2-20
Action
bite
1 * bite (2d10)
Special
Blood scent
Can detect blood in water up to 300' away.
Special
Feeding frenzy
Triggered by the scent of blood: always attack; no morale checks.
Special
Blood scent; Feeding frenzy
See main entry.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blood Scent
The shark can smell blood in the water from up to 1 mile away.
Ability
Breach
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.
Ability
Savage
Circumstance: The shark hit with a jaws Strike on its most recent action this t
The creature the shark hit takes 1d12 slashing damage.
Ability
Strafing Chomp
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +14 [+9/+4], Damage 1d12+8 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
blood scent
scent (imprecise) 100 feet