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From Pathfinder Howl of the Wild, which isn't enabled.

Goblin Shark

CREATURE 5

Numerous species of sharks make their homes in the ocean's depths, rarely encountered by land-dwellers.


Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They make up for their slow swimming speed with stealthy ambushes, allowing prey to get within reach before lashing out with their extending jaws.


Perception +15; scent (imprecise) 100 feet; blood scent, electrolocation 20 feet
Skills Athletics +13, Stealth +15, Survival +10
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent

The shark can smell blood in the water from up to 1 mile away.

Camouflage

The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.

Electrolocation

A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.


AC 21; Fort +16, Ref +11, Will +10
HP 85
Grasping Jaws

Creatures that successfully Escape from the goblin shark's jaws take 1d6 bleed as the shark's hold tears flesh away.


Speed swim 20 feet
Melee Jaws +13 (unarmed), Damage 2d8+6 piercing plus Grab
Lunging Bite

The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Howl of the WildORC