A subspecies of shark that lives in cold regions. It lives mostly on fish and aquatic mammals, but it also shows a much more pronounced fondness for human flesh than other sharks of its family. It is thought that killer sharks may have gotten their taste for manflesh from feasting on the victims of the many ships that capsize and wash ashore near the snowfields, as they so often do thanks to the strong currents in that area. No longer satisfied with the bloated corpses that occasionally wash into their territory, killer sharks now often hunt the living to satisfy their terrible hunger.
Killer Shark (CR 5)
N Huge Magical Beast (Aquatic)
Init +6; Senses blindsense 30 ft., keen scent; Perception +14
AC 19, touch 10, flat-footed 17 (+2 dex, +9 natural, -2 size)
hp 57 (6d10+24)
Fort +11, Ref +9, Will +3
Resist Water 10, Ice 5
Speed swim 60 ft.
Melee Bite +12 (2d6+10/18-20 plus grab, deprotect, and bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks Bleed (1d6), Deprotect (Deprotect, DC 17 Fort save, 1d4 turns), Hydrotwister, Reteethe, Swallow Whole (2d6+10 damage, AC 14, 11 Hp)
Str 25, Dex 14, Con 19, Int 2, Wis 12, Cha 4
Base Atk +6; CMB +15 (+19 grapple); CMD 27
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (Bite)
Skills Perception +14, Swim +19
1/day, the killer shark releases a water drill towards his opponent within 30 ft. The target must make a Fortitude save DC 17 or be inflicted with both Deprotect and Deshell status effect for 1d4+1 rounds while taking 6d6 points of water damage. If they succeed the save, they negate the status effects. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).
Whenever a killer shark confirms a critical hit, they gain +2 temporary strength bonus (max +6) for 4 rounds. This can be refreshed.