Luminous Shark (3.5e Creature)

Luminous Shark

Luminous Shark
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 3d10+6 (23 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, keen scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 15, Int 1, Wis 14, Cha 2
Skills: Listen +7, Spot +7, Swim +9
Feats: Alertness, Weapon Finesse
Environment: Underground
Organization: School (2–5), pack (6–11), or colony (12-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -


Luminous sharks are very much like regular sharks, though they glow with a radiant golden-yellow luminescence that illuminates everything within 30 feet with shadowy illumination. They tend to stay in dark, cold waters underground, and rarely leave this area once a successful colony is established. When a luminous shark dies, its glow fades to a pale green and eventually disappears.

Combat

Luminous sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A luminous shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A luminous shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A luminous shark has a +9 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Back to Main Page 3.5e Homebrew Creatures CR 1

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