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Summoned Creature: Megalodon

Summoned Creature: MegalodonA gigantic man-eating shark that has been alive for a very long time. They are the largest among all the sharks confirmed, and can easily swallow a human whole. They were believed to have gone extinct, but there have been giant shark sightings reported, and upon further review, it was determined that those were indeed megalodons. How they were able to survive and why they were suddenly starting to appear is unknown.

As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.

Megalodon (CR 11)

XP 12,800
N Gargantuan Divine / Unholy Magical Beast (Aquatic, [holy/shadow])
Init +6; Senses blindsense 30 ft., [darkvision +60 ft./darkvision 120 ft. and see in darkness], keen scent; Perception +21
[Aura Sacred Aura/Profane Aura]

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 dex, +15 natural, -4 size)
hp 136 (13d10+65)
Fort +14, Ref +13, Will +7
DR 7/-
Resist Water 15, Ice 10, [holy 20/shadow 20]
Weakness Lightning, [shadow/holy]

OFFENSE

Speed swim 60 ft. [70ft]
Melee Bite +21 (3d6+15/17-20 [+2d6 holy/shadow] plus grab, deprotect, and bleed)
Space 20 ft.; Reach 20 ft.
Special Attacks Bleed (1d10), Deprotect (Deprotect, DC 21 Fort save, 1d4 turns), Hydrotwister, Reteethe, Swallow Whole (3d6+10 damage, AC 17, 13 Hp), [Sacredness, Radiant Blast/Profane Attacks, Twilight Blast]

STATISTICS

Str 30, Dex 14, Con 20, Int 2, Wis 16, Cha 4
Base Atk +15; CMB +29 (+33 grapple); CMD 42
Feats Bleeding Critical, Critical Focus, Improved Critical (Bite), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Bite)
Skills Perception +21, Swim +28

SPECIAL ABILITIES

Hydrotwister (Su)

The megalodon releases a water drill towards his opponent within 30 ft. The target must make a Fortitude save DC 21 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: Arcana DC 23).

Reteethe (Ex)

Whenever a megalodon confirms a critical hit, gain +2 temporary strength bonus (max +8) for 4 rounds. This can be refreshed.

Divine – Sacred Aura (Su)

A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 3d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.

Divine – Radiant Blast (Su)

Once per day, a divine creature can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 2d6 points of holy damage and blinds any creature in the area for 1d4+1 rounds. Affected creatures can make a successful Reflex save (DC 20) to halve the damage and avoid being blinded. The save DC is Constitution-based.

Divine – Sacredness (Su)

Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

Unholy – Profane Aura (Su)

An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 3d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.

Unholy – Twilight Blast (Su)

Once per day, an unholy creature can increase the darkness of its form and release it in a line blast to a range of 80 feet that deals 2d6 points of shadow damage and silences any creature in the area for 1d2+1 rounds. Affected creatures can make a successful Reflex save (DC 20) to halve the damage and avoid being silenced. The save DC is Constitution-based.

Unholy – Profane Attacks (Su)

Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.