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Vamora Shark

by Jamie Baty

DMR2 92
Small Animal (Aquatic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/ +0
Attack: Bite +8 melee (1d6)
Full Attack: Bite +8 melee (1d6)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Improved grab
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +8
Feats: Alertness, Run, Weapon Finesse
Environment: Any aquatic
Organisation: Solitary, or Pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Small); 13-18 HD (Medium)
Level Adjustment: -

The vamora shark is small (three feet long) but tough. It is mottled grey in colour. Like other sharks, the vamora are curious and attracted to movement.

Combat
Vamora sharks attack with their bites, but unlike other shark species, will attempt to grab onto the victim and thrash around. Blood in the water will make them ultra-aggressive and very dangerous.

Improved Grab (Ex): If a vamora shark hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the vamora may hold the victim and inflict bite damage automatically each round.

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

Blood Frenzy (Ex): Vamora sharks enter a frenzy when within 300ft of blood. In this frenzied state, they will attack any nearby creature. Vamora 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 vamora 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 vamora 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.