I hope you enjoy the great wight shark. Tomorrow brings yet another monster!
This enormous shark is
missing chunks of flesh, but that makes it no less dangerous.
Great Wight
Shark CR 15
XP 51,200
CE Huge undead (aquatic)
Init +0; Senses darkvision 60 ft., keen scent, lifesense;
Perception +14
DEFENSE
AC 30, touch 8,
flat-footed 30 (+22 natural, –2 size)
hp 209
(22d8+110); fast healing 5
Fort +12, Ref +12, Will +13
Defensive Abilities
channel resistance +8, evasion, profane avoidance, unholy resilience; DR 15/good and slashing; Immune undead traits
OFFENSE
Speed 30 ft.,
swim 60 ft.
Melee bite +26
(6d6+22/19–20
plus 4d6 negative energy damage, bleed, energy drain, and grab)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed
(1d4 Con), create spawn, energy drain (2 levels, DC 26), fast swallow, swallow
whole (6d6 negative energy damage, AC 21, 20 hp)
STATISTICS
Str 33, Dex 10, Con —, Int 3, Wis 10, Cha 21
Base Atk +16; CMB +29 (+33 grapple); CMD 39 (can't be tripped)
Feats Cleave,
Cleaving Finish[UC], Crippling Critical[APG], Critical Focus, Dazzling Display,
Gory Finish[UC], Great Cleave, Improved Critical (bite), Intimidating Prowess,
Power Attack, Weapon Focus (bite)
Skills Intimidate
+30, Perception +14, Swim +19
SQ frightener, rejuvenation
ECOLOGY
Environment any
ocean
Organization
solitary or pack (2–12)
Treasure
incidental
SPECIAL ABILITIES
Blood Rage (Su) A
great wight shark’s blood rage ability activates whenever it detects a creature
using its lifesense, but otherwise functions as the universal monster rule of
the same name.
Create Spawn (Su)
A humanoid creature slain by a great wight shark becomes a wight with the advanced
simple template and a 30-ft. swim speed in 1d4 rounds. A shark returns as a great
wight shark in 1d4 rounds. All other creatures return as zombies in 1d4 hours.
These spawn are free-willed and not under the shark’s command. They do not possess
any of the abilities they had in life.
Frightener (Su) If
a great wight shark exceeds the DC to demoralize an opponent by more than 10,
the opponent must succeed at a DC 26 Will save or become frightened for the
number of rounds it would have become shaken. Success on the Will save means the
foe is still shaken. This is a mind-affecting fear effect. The save DC is
Charisma-based.
Profane Avoidance (Su)
A great wight shark adds a profane bonus equal to its Charisma modifier to its
Reflex saves.
Rejuvenation (Su)
A great wight shark returns to its full hit points after 1 day. To permanently
destroy the shark, holy water must be poured over its remains within the area
of a hallow spell.
Unholy Resilience
(Su) If a great wight shark succeeds at a Will save against a spell or
effect that deals positive energy, it takes no positive energy damage.
The product of necromantic experiments gone awry, great wight
sharks become much more than mere zombie sharks upon their creation. The sharks’
tenacity and ruthlessness allowed the newly created undead monsters to absorb
the negative energy infusing them. They prowl the seas in an attempt to utterly
destroy life underwater and spawn more of their kind from living sharks.
Occasionally, they allow other creatures to survive an attack enough so they
become viable undead, which the cunning sharks use to soften up resistance.
Generally, great wight sharks eat anything but their own kind, though. Escaping
to land does not end a great wight assault, as the sharks leap onto land and pursue
prey only slightly slowed down by being out of the water.
A typical great wight specimen is 20 feet long and weighs
4,000 pounds.