Huge Animal (Aquatic)
Hit Dice: 18d8+66 (147 hp)
Speed: Swim 60 ft. (12 squares)
Armor Class: 17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+27
Attack: Bite +18 melee (2d8+9)
Full Attack: Bite +18 melee (2d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Keen scent
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: Listen +12, Spot +11, Swim +14
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary or school (2–5)
Challenge Rating: 9
Alignment: Always neutral
Advancement: 19–32 (Huge); 33–54 (Gargantuan)
Level Adjustment: —
This enormous sea monster has a streamlined body with a triangular fin atop its back, a toothy mouth set well under its long snout, and a symmetrical tail shaped like a crescent moon.
Dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills: A dire shark has a +8 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.