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Silt Shark

The dust ripples as something writhes beneath the surface, moving along a sinuous path with unnerving speed. A ridge of curving spines juts up, slicing through the gray dunes like a jagged black knife.

XP 600
N Large magical beast
Init +4; Senses blindsense (scent) 60 ft., blinsight (vibrations) 60 ft., darkvision 60 ft., low-light vision; Perception +7

DEFENSE

EAC 13, KAC 15
HP 25
Fort +6, Ref +6, Will +1

OFFENSE

Speed 40 ft.; burrow 20 ft.
Melee bite +11 (1d6+4 B & P & S) or spine slash +8 (1d6+2 S)
Ranged spine fling +8 (1d6+2 P, range 20 ft.)
Space 5 ft. by 10 ft. (long); Reach 5 ft.
Offensive Abilities bleeding spine slash, sinkhole

TACTICS

Before Combat A silt shark burrows toward its prey stealthily, hoping to make a surprise attack.

During Combat A silt shark begins combat by dragging one victim down into the dust, biting from beneath. Once its prey startles, the silt shark harries its targets with spring attacks, leaping in and out of the dust. If the PCs retreat to higher positions, the silt shark prefers not to leave the dust for long but can still fling its spines.

Morale A silt shark attacks aggressively until reduced to 7 HP or fewer, at which point it burrows away.

STATISTICS

Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
Skills Athletics +12 (+20 jumping), Stealth +7, Survival +7
Feats Mobility, Spring Attack
Other Abilities dust swimmer

SPECIAL ABILITIES

Bleeding Spine Slash (Ex)

When a silt shark makes a successful spring attack with its spine slash attack, it can rake its target with multiple rows of razor-sharp spines, dealing an additional 1d4 bleed damage.

Dust Swimmer (Ex)

When burrowing through ground that is mostly only piled dust or other fine material – such as dust dunes, or “lakes” of deep dust, a silt shark’s burrow speed is equal to its land speed (40 ft.). Silt sharks “breathe” dust and do not require air to survive, though they are not adapted to live in a vacuum.

Sinkhole (Ex)

When a burrowing silt shark successfully bites a Medium-sized or smaller creature that is on the ground and the attack roll exceeds the creature’s KAC by 8 or more, the silt shark can drag its prey halfway down into a small sinkhole. The creature falls prone and becomes entangled, and cannot move until it pulls free by succeeding at a DC 10 Athletics check. Pulling free from a sinkhole is a move action for the stuck creature; or, another creature can attempt the Athletics check to pull the stuck creature free as a standard action.

Section 15: Copyright Notice

Blood Space and Moon Dust. © 2017, Rogue Genius Games, LLC; Author: Matt Banach. Developed and Published by Owen K.C. Stephens. Hail the Empress!