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Bull Shark

by Jamie Baty

CO, RC 203
Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (+1 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/ +4
Attack: Bite +4 melee (2d4+2)
Full Attack: Bite +4 melee (2d4+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Stunning Rush
Special Qualities: Blindsense, blood frenzy, keen scent, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +5, Swim +10
Feats: Alertness, Improved Bull Rush (B), Power Attack
Environment: Any aquatic
Organisation: Solitary, Pair, or School (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: -

The bull shark is about 8ft long and brown in colour. Bull sharks tend to be territorial and will quickly threaten any creature near it. Like other sharks, bull sharks are curious and attracted to movement.

Combat
Bull sharks start their attack by charging and bull rushing their prey in an attempt to stun it. It then will attack the helpless prey with its bite. Blood in the water will make them ultra-aggressive and very dangerous.

Stunning Rush (Ex): If a bull shark successfully hits a foe with bull rush, in addition to the normal results of a bull rush, it stuns the victim for 1d4 rounds if the victim fails a DC 13 (Str based) Fortitude save.

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

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