Sharks are a group of fish characterized by a cartilaginous skeleton, five to seven gill slits on the sides of the head, and pectoral fins that are not fused to the head.
Sharks are found in all seas and are common to depths of 2,000 metres (6,600 ft). They generally do not live in freshwater although there are a few known exceptions, such as the bull shark and the river shark, which can be found in both seawater and freshwater. Sharks have a covering of dermal denticles that protects their skin from damage and parasites in addition to improving their fluid dynamics. They have numerous sets of replaceable teeth.
Well-known species such as the tiger shark, blue shark, great white shark, mako shark, thresher shark, and hammerhead shark are apex predators—organisms at the top of their underwater food chain.
Sharks have keen olfactory senses, located in the short duct between the anterior and posterior nasal openings, with some species able to detect as little as one part per million of blood in seawater. Sharks have the ability to determine the direction of a given scent. Additionally sharks have exceptional hearing and the ability to sense prey via electroreception (sensing the electromagnetic fields given off by living creatures).
All sharks need to keep water flowing over their gills in order for them to breathe (and if motionless, will perish in 1d4+1 rounds).
Bleeding creatures will always be attacked, and if large numbers of sharks are nearby. this may cause them to swarm.
Neutral Man-sized Animal (aquatic, fish) (4 ft. to 7-ft. long)
FREQUENCY: Common
NO. APPEARING: 3-12
SURPRISE: 17%
SENSES fish senses; scent
ARMOR CLASS: 6
SPEED: swim 240 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d4+1)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: n/a
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 00+0 per h.p.)
Larger sharks are also common, 8 ft. to 15 ft. long. The larger ones have hit dice of 4-8 and do 2d4 to 3d4 damage with their bite.
Neutral Large Animal (aquatic, fish) (10 ft. to 15 ft. long)
FREQUENCY: Common
NO. APPEARING: 3-12
SURPRISE: 17%
SENSES fish senses; scent
ARMOR CLASS: 6
SPEED: swim 240 ft.
HIT DICE: 7 (hp 31)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 13
MELEE: bite (3d4)
SPECIAL ATTACKS: none; Hits As: +2
SPECIAL DEFENSES: +2 saves vs. poison and death; mindless
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 00+0 per h.p.)
Neutral Large Animal (aquatic, fish) (20 ft. to 50 ft. long)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: 17%
SENSES fish senses; scent
ARMOR CLASS: 5
SPEED: swim 180 ft.
HIT DICE: 10 (hp 45)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 10
MELEE: bite (4d4)
SPECIAL ATTACKS: swallow whole; Hits As: +4
SPECIAL DEFENSES: mindless (+2), poison resistance
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: III
Swallow Whole. If a bite attack roll is successful against a smaller opponent and scores a natural 18 or better, the defender is automatically swallowed.
Larger giant sharks are also found. The larger ones have hit dice of 11-15 and do 5d4 to 6d4 damage with their bite.
Creatures are trapped in the creature's gut and lose any actions once swallowed for the remainder of the round.
Creatures are hindered and restrained.
Creatures with access to a small (3-ft. or shorter) piercing, cutting, or slashing weapon can attack the inner lining of the creature (AC 9) beginning the round after they are swallowed.
Once the swallower reaches 0 hit points (from any damage source) anyone cutting their way out will be successful.
Each round after being swallowed causes the trapped creature to suffer additional hindrance penalties. In addition to the standard condition, the trapped creature suffers a cumulative -1 penalty to damage when using melee weapons (-1 on round 2, -2 on round 3, -3 on round 4, etc.).
After 6 rounds, breathing creatures must hold their breath or begin to suffocate before dying of asphyxiation.
Creatures outside of the swallower's body can recover those trapped within (if the 'worm is dead) in 1d4 rounds of slashing or chopping, subtracting one round for each individual working at it (to a minimum of 1 round).
After 2 hours, any organic matter is fully consumed (gone).