Ghost Shark

Ghost Shark                                                                     CR 20

XP 307200

N Colossal Animal (Aquatic)

Init +5; Senses Low-Light Vision; Perception +5

DEFENSE
AC 34, touch 7, flat-footed 29 (-8 size, +5 Dex, +27 natural)

hp 257 (27d8+135)

Fort +20, Ref +20, Will +14

DR 10/Magic

OFFENSE
Speed swim 100 ft.

Melee bite +28/+23 (16d6+15 plus 1 Con damage,  plus 3d6 bleed)

Space 40 ft.; Reach 80 ft.

Special Attacks Rend (bite, 3d6+22), Grab (bite), Pounce, Wounding Attack (1 Con), Bleed (3d6), 15d6 Sneak Attack

STATISTICS
Str 40, Dex 20, Con 20, Int 2, Wis 20, Cha 10

Base Atk +20; CMB +43 (+47 grapple); CMD 58 (62 vs. trip)

Feats Combat Reflexes, Empower Spell, Greater Bull Rush, Heighten Spell, Improved Iron Will, Improved Natural Attack (bite), Skill Focus (Stealth), Spirited Charge, Stealthy, Turn Undead, Weapon Focus (bite), Weapon Specialization, Whirlwind Attack

Skills: Stealth +46; Racial Modifiers Stealth +6

Languages Common

SQ Animal Traits

SPECIAL ABILITIES
Rend (Ex)

When a Ghost Shark hits with two or more of the same type of natural attacks in 1 round, it causes 3d6+22 damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.

Grab (Ex)

If a Ghost Shark hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Colossal or smaller.

The Ghost Shark has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Pounce (Ex)

When a Ghost Shark makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Wounding Attack (Ex)

When a Ghost Shark hits a target with its bite attack(s), it badly damages their body. Each attack inflicts 1 constitution damage in addition to any other effects of the attack. If a Wounding Attack scores a critical hit, the target instead takes 2 constitution damage (or more, if the attack's critical multiplier is higher than x2).

Bleed (Ex)

When a Ghost Shark hits a target with its bite attack(s), it causes wounds that continue to bleed, dealing 3d6 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

ECOLOGY
Environment: Aquatic

Organization: Solitary

Treasure: None