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From a distance this creature resembles a giant snapping turtle. It has a peaked and craggy shell from which protrude four long fins and a scowling head at the end of a long neck. Rather than a turtle's head, however, this creature's head has irrefutably shark-like features. It has round, black eyes and a gaping maw filled with rows of razor sharp teeth.

Turtle-Shark CR 6

XP 2,400
N Huge magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9


AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, -2 size)
hp 63 (6d10+30)
Fort +10, Ref +8, Will +2
Defensive Abilities shell


Speed 10 ft., swim 40 ft.
Melee bite +13 (2d6+8 plus grab), slam +12 (1d8+8)
Space 15 ft.; Reach 10 ft.
Special Attacks capsize, swallow whole (1d8+8 plus 1d6 acid damage, AC 15, 6 hp)


A turtle-shark surprises many foes with its quickness in the water. Many assume that it is as slow as its other shelled kin, and underestimate its shark-like speed. Like its predatory cousins, a turtle-shark attacks nearly anything it can reach, especially if there is blood or activity in the water.


Str 26, Dex 16, Con 21, Int 2, Wis 10, Cha 8
Base Atk +6; CMB +16 (+20 grapple); CMD 29
Feats Cleave, Power Attack, Weapon Focus (bite)
Skills Perception +9, Swim +16
SQ amphibious


Capsize (Ex)

A turtle-shark can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category larger than the turtle-shark's size, it takes a cumulative -10 penalty on this CMB check.

Shell (Ex)

If severely threatened, a turtle-shark can completely withdraw into its shell, leaving it almost completely impervious to attack. When withdrawn, a turtle-shark gains a +8 bonus to its Armor Class and a +4 bonus on Reflex saves.