Luminous Shark (3.5e Creature)
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|Size/Type:||Medium Magical Beast (Aquatic)|
|Hit Dice:||3d10+6 (23 hp)|
|Speed:||Swim 60 ft. (12 squares)|
|Armor Class:||16 (+2 Dex, +4 natural), touch 12, flat-footed 14|
|Attack:||Bite +4 melee (1d6+1)|
|Full Attack:||Bite +4 melee (1d6+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Blindsense, keen scent|
|Saves:||Fort +5, Ref +5, Will +3|
|Abilities:||Str 13, Dex 15, Con 15, Int 1, Wis 14, Cha 2|
|Skills:||Listen +7, Spot +7, Swim +9|
|Feats:||Alertness, Weapon Finesse|
|Organization:||School (2–5), pack (6–11), or colony (12-30)|
|Advancement:||4-6 HD (Medium)|
Luminous sharks are very much like regular sharks, though they glow with a radiant golden-yellow luminescence that illuminates everything within 30 feet with shadowy illumination. They tend to stay in dark, cold waters underground, and rarely leave this area once a successful colony is established. When a luminous shark dies, its glow fades to a pale green and eventually disappears.
Luminous sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex): A luminous shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A luminous 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 luminous shark has a +9 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.