
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.