Atlas Rules Resources Adventures Stories FAQ Search Links
Mako Sharkby Jamie Baty
CO, RC 203
Large Animal (Aquatic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d6 +3)
Full Attack: Bite +5 melee (2d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +11
Feats: Alertness, Great Fortitude
Environment: Any aquatic
Organisation: Solitary, Pair, or School (2-12)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -
Mako sharks are 12ft long and blue-grey or tan in colour. Mako sharks are very unpredictable, ignoring prey one moment and attacking another. Makos are a very common species and may be found both in deep water and shallow coastal areas.
Mako sharks attack with a vicious bite. They rarely focus on one foe, spreading their attacks around.
Blindsense (Ex): A mako shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Blood Frenzy (Ex): Mako sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Great white sharks, while frenzied receive a +2 bonus to all attack rolls and are immune to all fear-based spells and affects.
Keen Scent (Ex): A mako 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 mako shark has a +8 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.