Size:
Huge
Type:
Animal
Form:
shark
Temper:
predatory
# App:
1, 2, 1d4 + 2, 1d6 + 6
Lair:
none
Diet:
carnivore
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 180
Climb/Arboreal:
Flight:
Swim:
± 60'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (2d10)
Circumstance: Combat
Special
Electromagnetic Sense
Able to sense the electromagnetic fields of living creatures, allowing them to find prey even when light or water clarity are poor.
Special
Blood Sense
Able to smell blood at great distances.
Environments
aquatic-salt
Apex predators ranging from 12' to 15' in length, up to 30' for exceptional specimens
Great white sharks range from 12' to 15' in length on the average, though specimens ranging up to 30' in length have been reported. They are apex predators. Great white sharks have the ability to sense the electromagnetic fields of living creatures, allowing them to find prey even when light or water clarity are poor, and are able to smell blood at great distances.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 bite
2-20
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
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: OSE
Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e
Apex predators ranging from 12' to 15' in length, up to 30' for exceptional specimens
Great white sharks range from 12' to 15' in length on the average, though specimens ranging up to 30' in length have been reported. They are apex predators. Great white sharks have the ability to sense the electromagnetic fields of living creatures, allowing them to find prey even when light or water clarity are poor, and are able to smell blood at great distances.
Basic Fantasy Role-Playing Game
Aggressive, predatory fish of low intelligence and unpredictable behaviour. Live in saltwater.
OSE