HP increase: Gain another hit die for every 1 additional size.
Attribute increase: Normal Strength if at least size 2. Beastly Strength if at least size 3. Improved Strength if at least size 4. Giant Strength if at least size 5.
Abilities:
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You gain 15 temporary HP and become frenzied.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your STR score to a minimum of -1.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You have Swimming and Diving but have no walk speed.
You swim at full speed.
You no longer have to stay on the surface of water while Swimming.
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You gain 15 temporary HP and become frenzied.
While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
Note: A target moving due to Knockback can still provoke reactions like Opportunity Attack.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your STR score to a minimum of -1.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You have Swimming and Diving but have no walk speed.
You swim at full speed.
You no longer have to stay on the surface of water while Swimming.
Body Parts:
0Self
Ferocious jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d8Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Ferocious Jaw | 1d8 | -3 | AV0 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Sparse Scales | 0 | -3 | Self | 1 | 0 lb. | -3 | Armor, Body parts |
Familiar Abilities:
If target is dead, they are brought back to life with 1 HP. If target is undead, you can choose to have them be healed for damage. Resurrect does not count as a healing effect unless you choose to heal with it.
Heightened: For each additional MP spent, target can have been dead for an additional 24 hours. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for damage P times. If fluent: If target is undead, they are healed for damage F times.
If you have the body of the target in your possession, you can put the spirit back into its body such that it is no longer wisping. The body maintains all damage it had when it died.
If proficient: If the body is thoroughly damaged (such as if it's ruined) or missing entirely, you can expend some of your own life force to recreate the body from the spirit for additional MP and HP. The creature is still dead, but the body is now intact.
If target is dead, they are brought back to life with 1 HP. If target is undead, you can choose to have them be healed for damage. Resurrect does not count as a healing effect unless you choose to heal with it.
Heightened: For each additional MP spent, target can have been dead for an additional 24 hours. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for damage P times. If fluent: If target is undead, they are healed for damage F times.
Mana cost: Summon the Dead costs 0 MP if the body is in your possession. Otherwise, it costs 2 MP per size of the body.
Hit cost: Summon the Dead costs 0 HP if the body is in your possession. Otherwise, it costs 3 HP per size of the body.
If you have the body of the target in your possession, you can put the spirit back into its body such that it is no longer wisping. The body maintains all damage it had when it died.
If proficient: If the body is thoroughly damaged (such as if it's ruined) or missing entirely, you can expend some of your own life force to recreate the body from the spirit for additional MP and HP. The creature is still dead, but the body is now intact.
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